Age | Commit message (Collapse) | Author |
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I chose to just convert unpaired 32 bit length instructions
after parsing all instructions, although it might be possible
to determine beforehand whether there would be any lone ones,
and then even do some swapping to bring them together ...
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This would have happened in p.e. ADD TEMP[0], TEMP[0].xyxy, TEMP[1]
or RCP/RSQ TEMP[i], TEMP[i].
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Depth output in fragment programs should end up in the first
register after the color outputs.
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VP outputs that should be loadable in the FP are mapped to
interpolant indices by HPOS, COL0 etc.; of course HPOS is
always written, so the highest byte of 1988 is a bitmask that
selects which components of HPOS are used for interpolants,
i.e. the FP inputs in COL0 start at index POPCNT(1988[24:28]).
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Record interpolation mode for attributes while parsing declarations,
and also remember the indices of FP color inputs and FP depth output,
which has to end up in the highest output register.
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We now inspect the TGSI instructions in tx_prep to determine where
temps and FP attrs are last accessed.
This will enable us to reclaim some temporaries early and we also
use it to omit pre-loading FP attributes that aren't used.
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We could do even better (like just allocating 1 value in alloc_immd),
but that's fine for now I guess.
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According to tgsi-instruction-set.txt, if they are written, z and w
should be set to 0 and 1 respectively in SCS, and w to 1.0 in XPD.
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Also implement context member functions to optimize away those
flushes whenever possible.
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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this is so much nicer :)
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Only allows clearing currently bound buffers, but colour and depth/stencil in
a single call.
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I should have gotten most uses and implementation
correctly fixed, but things might break.
Feel free to blame me.
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GeForce 8/9 are a bit more consistent than nv40 so far, so this was
overkill before.
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Setup screen->pipe before using it (screen->constbuf =
screen->pipe.buffer_create(...))
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The core reference counting code is centralized in p_refcnt.h.
This has some consequences related to struct pipe_buffer:
* The screen member of struct pipe_buffer must be initialized, or
pipe_buffer_reference() will crash trying to destroy a buffer with reference
count 0. u_simple_screen takes care of this, but I may have missed some of
the drivers not using it.
* Except for rare exceptions deep in winsys code, buffers must always be
allocated via pipe_buffer_create() or via screen->*buffer_create() rather
than via winsys->*buffer_create().
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It's possible a state tracker will map/unmap a transfer object many times.
Delaying upload until the object is destroyed will prevent unnecessary
uploads to the GPU.
Also fixing a typo here, was unmapping the wrong buffer on transfer_unmap!
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The template makefile that most libraries in
gallium included was based on dri and had a bunch
unrelevant junk in it.
Update it and improve the depending makefiles.
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Left behind from some gallium changes a while back..
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Don't look at nouveau_winsys_pipe.h... I promise it's temporary!
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this change disassociates, at least from the driver perspective,
the surface from buffer. surfaces are technically now views on the
textures so make it so by hiding the buffer in the internals of
textures.
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move it to pipe/internal/p_winsys_screen.h and start converting
the state trackers to the screen usage
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allows the driver to overwrite buffer allocation, first step on the way
to making winsys interface internal to the drivers. state trackers and
the code above it will go through the screen
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This commit is mostly just a cosmetic change that cleans-up the interfaces,
replacing pipe_winsys::surface_* calls by
/**
* Allocate storage for a display target surface.
*
* Often surfaces which are meant to be blitted to the front screen (i.e.,
* display targets) must be allocated with special characteristics, memory
* pools, or obtained directly from the windowing system.
*
* This callback is invoked by the pipe_screenwhen creating a texture marked
* with the PIPE_TEXTURE_USAGE_DISPLAY_TARGET flag to get the underlying
* buffer storage.
*/
struct pipe_buffer *(*surface_buffer_create)(struct pipe_winsys *ws,
unsigned width, unsigned height,
enum pipe_format format,
unsigned usage,
unsigned *stride);
Most drivers were updated but not all were tested. Use the softpipe pipe
driver and the xlib winsys changes as a reference when fixing other drivers.
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Previously all squares were textured with the same texture.. not quite what
the demo was supposed to look like!
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This fixes a lot of other things where not all the geometry got drawn
also.
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No real idea what this does.. but a lot of things that misrendered and
made the GPU throw a DATA_ERROR now work.. I'm wondering what side-effects
we'll see from this :)
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