Age | Commit message (Collapse) | Author |
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Commit d33c315d9e32584dea12cea683795b498a9f5eca removed a few too many
typedefs. We need the typedefs in glext.h which are protected by #ifdef
GL_VERSION_1_2 but we can exclude the ones protected by
GL_VERSION_1_2_DEPRECATED.
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When swapping sources 0 and 1, EQ of course does *not*
become NE, etc.
Introduced in 2b963f5c723401aa2646bd48eefe065cd335e280.
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Allocation is unnecessary since all uniforms are
uploaded on every constant buffer change anyway.
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This moves construction of the mapping between VP outputs
and FP inputs into validation.
The map also contains slots for special outputs like clip
distance and point size, so we need to at least merge the
VP related and FP related parts on validation if we want
to support those.
Now we match every single FP input component with results
from the VP and leave those not read out of the map, or
replace those not written by 0 (xyz) or 1 (w).
The bitmap indicating linear interpolants is also filled,
and flat FP inputs are mapped in only after non-flat ones,
as is required.
Furthermore, we can save some space by only fetching VP
attrs we actually use, and avoid wasting any output regs
because of TGSI using less than 4 components.
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Make use of tgsi_shader_info to determine how many nv50_regs we
need to allocate, whether program uses KIL, or writes DEPR.
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Makes some opcode cases nicer and might reduce the total
nr of TEMPs required, or save some MOVs.
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We're going to try to reorder the scalar ops of a vector instr
to accomodate swizzles that would otherwise require us to emit
to an additional TEMP first (like MOV R0.xy, R0.zx).
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Extend its usage to avoiding e.g. emission of negation
instructions in tx_insn for sources we don't need.
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When we concatenate shaders to do our form of poor-man linking, if there's
multiple #version directives, preprocessing fails. This change disables
the extra #version directives by changing the first two chars to //.
This should help with some Wine issues such as bug 23946.
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1D tile span support for depth/stencil/color/textures
Z and stencil buffers are always tiled, so this fixes
sw access to Z and stencil buffers. color and textures
are currently linear, but this adds span support when we
implement 1D tiling.
This fixes the text in progs/demos/engine and progs/tests/z*
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Noticed by rnoland on IRC.
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This fixes the compilation errors reported in bug 23945 but someone more
familiar with the code should review for correctness and close the bug
report.
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It is missing in some Microsoft DDKs.
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Commit 36dd53a3cded9d003ec418732b7fc93c1476aa9b caused a few regressions
because the glReadBuffer() buffer wasn't getting mapped when GL_READ_BUFFER
!= GL_DRAW_BUFFER.
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These default swrast functions are already installed by
_mesa_init_driver_functions().
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Mac OS also has POSIX threads.
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Should be easier to read and work with than the older ways of emitting
TGSI tokens.
Also, emit simpler TGSI than previously:
- translate away source and dest extended modifiers
- translate away the SWZ opcode
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Union not worth the hassle of violating C99 or adding a name to
the structure.
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Src/Dst aliasing (aka SOA dependencies) requires some care to ensure
intermediate results do not overwrite yet-to-be read source registers.
This change ensures that MOV/SWZ handle this correctly, which is poor but
no worse than the current tgsi_exec.c path. Remove the fallback as there
is nothing to be gained correctness-wise between the two implementations now.
Fixing this properly looks like a bit of work in this code, but might be
easily achieved by sending destination writes to temporary storage.
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