Age | Commit message (Collapse) | Author |
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Don't use SCISSORS_OFFSET since we're DRI2,
and don't forget to set scissors in clear.
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Some fixes from glisse, moar swtcl emit setup, cleanup a bunch of regs,
properly do clear flush, and BEGIN_CS count fixes.
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Man, util/u_math just gets better by the day.
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R3xx/R5xx fragment program texture constants must come from a hardware
register instead of the constant file, so we redirect if necessary during
the native rewrite phase.
The symptoms of this bug started appearing when the Mesa fixed function
texenvprogram code started using STATE_CURRENT_ATTRIB constants for
texture coordinates when the corresponding attributes were constant across
all vertices.
Signed-off-by: Nicolai Haehnle <nhaehnle@gmail.com>
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This cleans up some of the cruft from the old DRI setup, and
it turns out that only the GLSL extensions are still off if we
let st_extensions.c handle the setup instead.
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As far as I can tell all the state emission necessary has been set up.
Well, except for the fragment shader, but c'mon, gimme a break. :3
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Also set BEGIN_CS correctly.
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Next up: The evil RS block.
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Previously, the prog_instruction::Data field was used to map original Mesa
instructions to brw instructions in order to resolve subroutine calls. This
was a rather tangled mess. Plus it's an obstacle to implementing dynamic
allocation/growing of the instruction buffer (it's still a fixed size).
Mesa's GLSL compiler emits a label for each subroutine and CAL instruction.
Now we use those labels to patch the subroutine calls after code generation
has been done. We just keep a list of all CAL instructions that needs patching
and a list of all subroutine labels. It's a simple matter to resolve them.
This also consolidates some redundant post-emit code between brw_vs_emit.c and
brw_wm_glsl.c and removes some loops that cleared the prog_instruction::Data
fields at the end.
Plus, a bunch of new comments.
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This doesn't effect correctness, but we were emitting an extraneous ADD.
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It's done in the Mesa GLSL compiler. The only part of it that might
matter in drivers is the centroid sampling option for MSAA.
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I'm committing this because it fixes a conform failure; the failure occurs
on the TextureProxy test, where the test attempts to create proxy textures
at every level, but fails at the last level (border == 1, width == 1,
height == 1) because it's beyond MAX_TEXTURE_LEVELS.
Eric's original comment was:
idr said that in his review swrast was ready for it, and the 965 driver is
advertising it already though it has been resulting in many crashes due to
arrays using these defines not being big enough.
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The debug functions depend on several util function for os abstractions, and
these depend on debug functions, so a seperate module is not possible.
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The new array features, precision/invariant/centroid qualifiers, etc. were
done a while back. The glGetString(GL_SHADING_LANGUAGE_VERSION) query returns
"1.20" now (for drivers that support it anyway).
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This fixes a bug found with swizzled array indexes such as in "array[index.z]"
where "index" is an ivec4.
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Prints program parameter info
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Not all cases were handled before.
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This is a 2% win in fbo_firecube, and would avoid a sw fallback for
masked clears.
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Noticed this with the fbotexture demo.
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Use a somewhat better function in tex_cache_pos() to get better caching.
Increase number of cache entries to 50.
Also fix a texture invalidation bug. If texture is marked as modified,
invalidate all texture tiles.
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RSQ test 2 (reciprocal square toot of negative value)
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The more I look at this, the more bugs I see.
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Hold on to your hats.
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Movin' out of the Stone Ages.
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