Age | Commit message (Collapse) | Author |
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Found w/ tunnel2.c demo.
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Although rarely hit in normal apps, they are too noisy with test suites.
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scripts.
env.CodeGenerate(
target = 'my_source.c',
script = 'my_generator.py',
source = ['input.txt', 'another.txt'],
command = 'python $SCRIPT $SOURCE > $TARGET'
)
It will take care generating all appropriate dependencies, including any
module imported by the generator script, and the respective .pyc file
side effects.
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We don't actually need vertex array[0] enabled when using a vertex
program/shader.
cherry-picked from master
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It's possible to call update_samplers() between the time a fragment shader
is bound and when a texture image is defined (such as glClear). This
fixes the case where we don't have a complete texture object yet.
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Need to translate VERT_RESULT_PSIZ, BFC0, BFC1 to TGSI shader output slots
after all other attributes have been handled. This fixes a bug where
generic vertex program outputs (varying vars) could get mapped to the
same slot at point size or back-face colors.
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cherry-picked from master
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cherry-picked from master
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If the 'shader' parameter is wrong, need to either generate GL_INVALID_VALUE
or GL_INVALID_OPERATION. It depends on whether 'shader' actually names a
'program' or is a totally unknown ID.
There might be other cases to fix...
cherry-picked from master
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cherry-picked from master
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We can sometimes fail these assertions because of how swizzled storage
works. Will revisit someday.
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cherry-picked from master
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multisample enable is enabled by default, however gl mandates multisample
rendering rules only apply if there's also a multisampled buffer.
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It should detect both cpu and gpu buffer overflows.
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This fixes a failure for cases like:
vec4 v;
v[1] *= 2.0;
The v[1] actually acts like a writemask, equivalent to v.y
The fix is a bit convoluted, but will do for now.
cherry-picked from master
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cherry-picked from master
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cherry-picked from master
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Before, the presence of a 'return' statement always prevented inlining
a function. This was because we didn't want to accidentally return from
the _calling_ function. We still need the semantic of 'return' when inlining
but we can't always use unconditional branches/jumps (GPUs don't always
support arbitrary branching).
Now, we allow inlining functions w/ return if the return is the last
statement in the function. This fixes the common case of a function
that returns a value, such as:
vec4 square(const in vec4 x)
{
return x * x;
}
which effectively compiles into:
vec4 square(const in vec4 x)
{
__retVal = x * x;
return;
}
The 'return' can be no-op'd now and we can inline the function.
cherry-picked from master
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cherry-picked from master
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MC support for frame and field based motion prediction. Also various bug
fixes, clean up.
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Get rid of some Valgrind memory leak and uninitialized var errors.
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OK, seems a lot of people have been getting the idea that nouveau is
dying lately - I decided to commit some of the work I've been doing lately
to prove them wrong :) Progress on my side is slow due to lack of time
mainly, but I'm still around.
Firstly, don't even bother trying to use gallium on G8x/G9x yet, it won't
work. I've deliberately left all the necessary winsys changes out of the
commits for a very good reason - I don't know what we're going to need from
the DRM exactly yet and don't want to be continually breaking interfaces
as I discover additional requirements. On my side, I think I've gone
through about 3 different DRM interface changes, and have just discovered
that I may need more yet. It'd be very annoying for everyone who uses
nouveau to keep things in sync. Once I've got it sorted - I'll commit a
lot of cool stuff. Stay tuned.
Also, don't look at the shader code.. it's horribly nasty and full of hacks,
I used it as an opportunity to learn G8x GPU programs at the same time.
New semi-decent code is in works, and will follow at some point. :)
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