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2010-08-21glsl: Silence unused variable warning.Vinson Lee
The variable is actually used but only in the body of an assert.
2010-08-21util: Silence uninitialized variable warnings.Vinson Lee
2010-08-21glsl: Handle array declarations in function parameters.Kenneth Graunke
The 'vec4[12] foo' style already worked, but the 'vec4 foo[12]' style did not. Also, 'vec4[] foo' was wrongly accepted. Fixes piglit test cases array-19.vert and array-21.vert. May fix fd.o bug #29684 (or at least part of it).
2010-08-21nvfx: actually fix it properlyLuca Barbieri
2010-08-21nvfx: fix incorrect assertLuca Barbieri
2010-08-21util: Move loop variable declaration outside for loop.Vinson Lee
Fixes build error with MSVC.
2010-08-21nvfx: Fix SCons build.Vinson Lee
Move declarations before code. Fix void pointer arithmetic.
2010-08-21nvfx: fix warningsLuca Barbieri
2010-08-21gallivm: Emit DIVPS instead of RCPPS.José Fonseca
See comments for detailed rationale. Thanks to Michal Krol and Zack Rusin for detecting and investigating this in detail.
2010-08-21nvfx: enable translate_sseLuca Barbieri
2010-08-21auxiliary: Add missing files to SCons build.Vinson Lee
Add u_linear.c and u_linkages.c to SCons build. Reorder list of files to be more alphabetical.
2010-08-21auxiliary: Reorder list of files in Makefile.Vinson Lee
This patch reorders the list of files so that the order is more alphabetic.
2010-08-21scons: Fix nvfx build.Vinson Lee
2010-08-21nvfx: slightly improve handling of overlong vpsLuca Barbieri
2010-08-21nvfx: tweak CMP in fpLuca Barbieri
2010-08-21nvfx: implement CMP in vpLuca Barbieri
2010-08-21nvfx: implement TXL in fpLuca Barbieri
2010-08-21nvfx: implement SSG in fpLuca Barbieri
2010-08-21nvfx: implement DP2 in vp and fpLuca Barbieri
2010-08-21nvfx: implement TRUNC in vp and fpLuca Barbieri
2010-08-21nvfx: implement NOPLuca Barbieri
2010-08-21nvfx: add vertex program control flowLuca Barbieri
2010-08-21nvfx: fix vertex shader headersLuca Barbieri
2010-08-21nv40: add fragment program control flowLuca Barbieri
2010-08-21nvfx: refactor shader assemblerLuca Barbieri
2010-08-21nvfx: add option to dump shaders in TGSI and native codeLuca Barbieri
2010-08-21nvfx: improve and correct nvfx_shader.hLuca Barbieri
2010-08-21nvfx: fix lodbiasLuca Barbieri
2010-08-21nvfx: mostly fix inline corruption magicallyLuca Barbieri
Not sure why this mostly works.
2010-08-21nvfx: fix GPU hardlocks when depth buffer is absentLuca Barbieri
2010-08-21nvfx: fire ring after transfersLuca Barbieri
Might reduce the risk of running out of memory
2010-08-21nv30: band-aid viewport issuesLuca Barbieri
For some reason nv30 seems to like to reset the viewport, even though attempts to isolate where exactly it does that have currently been inconclusive.
2010-08-21nvfx: support flatshade_firstLuca Barbieri
2010-08-21nvfx: expose GLSLLuca Barbieri
Still no control flow support, but basic stuff works.
2010-08-21nvfx: support proper shader linkage - adds glsl supportLuca Barbieri
2010-08-21nvfx: rewrite draw code and buffer codeLuca Barbieri
This is a full rewrite of the drawing and buffer management logic. It offers a lot of improvements: 1. A copy of buffers is now always kept in system memory. This is necessary to allow software processing of them, which is necessary or improves performance in many cases. 2. Support for pushing vertices on the FIFO, with index lookup if necessary. 3. "Smart" draw code that tries to intelligently choose the cheapest way to draw something: whether to use inline vertices or hardware vertex buffer, and whether to use hardware index buffers 4. Support for all vertex formats supported by the hardware 5. Usage of translate to push vertices, supporting all formats that are sensible to use as vertex formats 6. Support for base vertex 7. Usage of Ben Skeggs' primitive splitter originally for nv50, allowing correct splitting of line loops, triangle fans, etc. 8. Support for instancing 9. Precomputation using the vertex elements CSO Thanks to Ben Skeggs for his primitive splitter originally for nv50. Thanks to Christoph Bumiller for his nv50 push code, that was the basis of this work, even though I changed his code dramatically, in particular to replace his ad-hoc vertex data emitter with translate. The changes could also go into nv50 too, but there are substantial differences due to the additional nv50 hardware features.
2010-08-21nvfx: refactor sampling code, add support for swizzles and depth texLuca Barbieri
This is a significant refactoring of the sampling code that: - Moves all generic functions in nvfx_fragtex.c - Adds a driver-specific sampler view structure and uses it to precompute texture setup as it should be done - Unifies a bit more of code between nv30 and nv40 - Adds support for sampler view swizzles - Support for specifying as sampler view format different from the resource one (only trivially) - Support for sampler view specification of first and last level - Support for depth textures on nv30, both for reading depth and for compare - Support for sRGB textures - Unifies the format table between nv30 and nv40 - Expands the format table to include essentially all supportable formats except mixed sign and "autonormal" formats - Fixes the "is format supported" logic, which was quite broken, and makes it use the format table Only tested on nv30 currently.
2010-08-21nvfx: new 2D: unify textures and buffersLuca Barbieri
Stop using the vtbl, and use real transfers for buffers too.
2010-08-21nvfx: new 2D: use a CPU copy for up to 4 pixels, up from 0Luca Barbieri
Seems a reasonable threshold for now. Significantly speeds up Piglit's 1x1 glReadPixels (but, you know, reading pixels in 1x1 blocks is NOT a good idea, especially if you might be running on a less-than-perfect driver).
2010-08-21nvfx: new 2D: new render temporaries with resourcesLuca Barbieri
This patch adds support for creating temporary surfaces to allow rendering to surfaces that cannot be rendered to. It uses the _second_ version of the render temporary infrastructure. This is necessary for swizzled 3D textures and small mipmaps of swizzled 2D textures. This version of the patch creates a resource to use as a temporary instead of a raw BO, making the code simpler.
2010-08-21nv30: new 2D: support ARB_texture_rectangleLuca Barbieri
This uses nv30's _RECT formats.
2010-08-21nvfx: new 2D: optimize fragtex format lookupLuca Barbieri
Use an array indexed by the pipe format instead of doing a linear scan.
2010-08-21nvfx: new 2D: enable swizzling for all surfacesLuca Barbieri
Now that the new 2D code is in place, swizzling can be safely enabled. Render temporaries are needed in some cases, so this may degrade nv30 a bit until it gets render temporaries too.
2010-08-21nvfx: new 2D: use new 2D engine in GalliumLuca Barbieri
This patch implements nv04_surface_copy/fill using the new 2D engine module. It supports falling back to the 3D engine using the u_blitter module, which will be added in a later patch. Also adds support for using the 3D engine, reusing the u_blitter module created for r300. This is used for unswizzling and copies between swizzled surfaces.
2010-08-21nv04-nv40: new 2D: add new Gallium-independent 2D engineLuca Barbieri
This patch add a brand new nv04-nv40 2D engine module. It should correctly implement all operations involving swizzled, and 3D-swizzled surfaces. This code is independent from the Gallium framework and can thus be reused in the DDX and classic Mesa drivers (it's only likely to be useful in the latter, though). Currently, surface_copy and surface_fill are broken for 3D textures, for swizzled source textures and possibly for some misaligned cases The code is based around the new nv04_region structure, which encapsulates the information from pipe_surface needed for the 2D engine and CPU copies. The use of nv04_region makes the code independent of the Gallium framework and allows to transform the nv04_region without clobbering the nv04_region. The existing M2MF, blitter, and SWIZZLED_SURFACE paths have been improved and a new CPU path has been added. There is also support to tell the caller to use the 3D engine. The main feature of the copy/fill setup algorithm is linearization/contiguous-linearization of swizzled surfaces. The idea of linearization is that some swizzled surfaces are laid out like linear ones (1xN, 2xN, Nx1) and can thus be used as such (e.g. useful for copying single pixels). Also, some rectangles (e.g. the whole surface) are contiguous in memory. If both the source and destination rectangles are swizzled but contiguous, then they can be regarded as both linear: this is the idea of "contiguous linearization". This, for instance, allows to use the 2D engine to duplicate the content of a swizzled surface to another swizzled surface, by pretending they are actually linear. After linearization, the result may not be 64-byte aligned. Another transformation is done to enlarge the linear surface so that it becomes 64-byte aligned. This is also used to 64-byte align swizzled texture mipmaps. The inner loop of the CPU path is as optimized as possible without using SSE/SSE2. Future improvements could include SSE/SSE2 support, and possibly a faster coordinate swizzling algorithm (which is however not used in the inner loop). It may be a good idea to autogenerate swizzling code at least for all possible POT 2D texture dimensions (less than 256), maybe for all 3D ones too (less than 4096). Also, it woud be a very good idea to make a copy with the GPU first if the source surface is in uncached memory.
2010-08-21nvfx: new 2D: rewrite transfer code to use staging transfersLuca Barbieri
This greatly simplifies the code, and avoids ad-hoc copy code. Also, these new transfers work for buffers too, even though they are still used for miptrees only.
2010-08-21nvfx: new 2D: rewrite miptree code, adapt transfersLuca Barbieri
Changes: - Disable swizzling on non-RGBA 2D textures, since the current 2D code is mostly broken in those cases. A later patch will fix this. Thanks to Andrew Randrianasulu who reported this. - Fix compressed texture transfers and hack around the current 2D code inability to copy compressed textures by using direct access. Thanks to Andrew Randrianasulu who reported this. This patch rewrites all the miptree layout and transfer code in the nvfx driver. The current code is broken in several ways: 1. 3D textures are laid out first by face, then by level, which is incorrect 2. Cube maps should have 128-byte aligned faces 3. Swizzled textures have a strange alignment test that seems unnecessary 4. We store the image_offsets for each face/slice but they can be easily computed instead 5. "Swizzling" is not supported for compressed formats. They can be "swizzled" but swizzling only means that there are no gaps (pitch is level-dependant) and the layout is still linear 6. Swizzling is not supported for non-RGBA formats. All formats (except possibly depth) can be swizzled according to my testing. The miptree layout is rewritten based on my empirical testing, which I posted in the "miptree findings" mail. The image_offset array is removed, since it can be calculated with a simple multiplication; the only array in the miptree structure is now the one for mipmap level starts, which it seems cannot be easily computed in constant time. Also, we now directly store a nouveau_bo instead of a pipe_buffer in the miptree structure, like nv50 does. Support for render temporaries is removed, and will be readded in a later patch. Note that the current temporary code is broken, because it does not copy the temporary back on render cache flushes.
2010-08-21nvfx: add nouveau_resource_on_gpuLuca Barbieri
Add a function to get whether a resource is likely on the GPU or not. Currently always returns TRUE.
2010-08-21nvfx: add linear flag for buffersLuca Barbieri
2010-08-21nvfx: properly unreference bound objects on context destructionLuca Barbieri