Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Most of the failure from using uninlined function calls ends up being
just bad rendering, but nested function calls in the VS currently hang
the GPU, so reject them and explain why.
|
|
|
|
In no particular order:
* Make list const
* Add function comments
* Clearly state that demo lists are not complete
* Fix whitespace
* Use __FUNCTION__ instead of __func__
* Add unimplemented check which always fail
Thanks Brian and Keith.
|
|
|
|
|
|
|
|
if fetch_count % 4 != 0 then on the last iteration we fetch garbage.
this patch makes sure we stay within bounds
|
|
|
|
|
|
We were doubling up the offsets for the mipmap levels for CPU access.
Instead of reimplementing i945_miptree_layout_2d with 6 cube images
separated by qpitch, share that function and provide the level offsets
later.
Fixes piglit cubemap and fbo-cubemap.
|
|
This should be functionally equivalent, with the possible exception of
NaN handling.
|
|
We could use this to reduce constant register pressure, but for now it
makes the resulting program assembly much more readable.
|
|
|
|
|
|
|
|
Ouch.
|
|
|
|
|
|
|
|
|
|
We still need to wait for state tracker support.
|
|
|
|
|
|
|
|
add function to set sample mask, and state for alpha-to-coverage and
alpha-to-one. Also make it possible to query for supported sample count
with is_msaa_supported().
Use explicit resource_resolve() to resolve a resource. Note that it is illegal
to bind a unresolved resource as a sampler view, must be resolved first (as per
d3d10 and OGL APIs, binding unresolved resource would mean that special texture
fetch functions need to be used which give explicit control over what samples
to fetch, which isn't supported yet).
Also change surface_fill() and surface_copy() to operate directly on resources.
Blits should operate directly on resources, most often state trackers just used
get_tex_surface() then did a blit. Note this also means the blit bind flags are
gone, if a driver implements this functionality it is expected to handle it for
all resources having depth_stencil/render_target/sampler_view bind flags (might
even require it for all bind flags?).
Might want to introduce quality levels for MSAA later.
Might need to revisit this for hw which does instant resolve.
|
|
|
|
|
|
|
|
max_index must be observed to prevent crashes due to bad index data.
I've been using this patch for some time without regressions.
Some places, where we use internal vertex buffer, it is not entirely
clear what max_index should be, so passing just ~0 to avoid regressions
for now.
|
|
|
|
Whoo!
|
|
|
|
doc additions: shader export ARRAY_BASE for EXPORT_POS: 60 is position,
61 is misc vec(VS_OUT_MISC_VEC - used here),
62, 63 are clip distance vectors(VS_OUT_CCDIST#)
sorry for formating - there seem to be so many different styles in r600
|
|
there's no more vp results for point coords so we cannot iterate
over vp outputs. Use only Point.CoordReplace[i]
|
|
Certain headers, such as GL/glew.h, are in both the Mesa include and the
default installed include directories. On recent distros the needed
symbols can be found in both places. On older distros the installed
headers could be lacking symbols, so for a header that exists in both
places, the local one should be found first.
|
|
The POSIX function pthread_cond_wait can have spurious wakeups when
waiting on a condition variable.
Add a 64-bit counter that is incremented whenever the barrier becomes
full. A woken thread checks the counter. If the counter has not changed
then it has been spuriously woken and goes back to sleep. If the counter
has changed then it was properly signaled and exits the barrier.
Tested on Mac OS X.
This patch was based on ideas from Luca Barbieri.
|
|
I just broke the 2000 fps barrier on glxgears. Yay?
|
|
|
|
proc_name cannot be NULL after the switch statement. proc_name is
assigned a value or the function has already returned.
|
|
|
|
|
|
and disable batch splitting on these chipsets.
|
|
|
|
|
|
|
|
|
|
|