Age | Commit message (Collapse) | Author |
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we need to change it to support composite types
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more consistent with rest of gallium naming conventions.
Also rename driver-internal names for these the same.
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Conflicts:
src/mesa/state_tracker/st_gen_mipmap.c
src/mesa/state_tracker/st_texture.c
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Signed-off-by: Patrice Mandin <patmandin@gmail.com>
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prevents segfault when state trackers try to set default mask.
Other option would be to make this required only for drivers
supporting multisampling, but this seems more clean.
Only dummy implementations (for normal drivers) provided (no driver
supports multisampling yet neither).
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this probably needs further cleanup (just getting a surface for the resource
seems quite nonoptimal and potentially cause unnecessary copies I think)
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The linux-debug target builds...
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Use front/back instead of cw/ccw throughout.
Also, use offset_point/line/fill instead of offset_cw/ccw.
Brings gallium representation of this state into line with its main
user, and also what turns out to be the most common hardware
representation.
This fixes a long-standing bias in the interface towards the
architecture of the software rasterizer.
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Signed-off-by: Patrice Mandin <patmandin@gmail.com>
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libdrm-2.4.20 and earlier include the nouveau/nouveau_class.h header. A
later version of libdrm will not ship this header. Mesa also has this
header at src/gallium/drivers.
The symbol NV34TCL_VTXFMT_TYPE_HALF is needed by nvfx_vbo.c. This symbol
is not in the libdrm copy of the header but is in the Mesa copy of the
header. This patch moves src/gallium/drivers to the beginning of the
include paths such that when building on hosts with libdrm-2.4.20 or
ealier the build uses the copy in Mesa.
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Conflicts:
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_pipe_aaline.c
src/gallium/drivers/llvmpipe/lp_context.c
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Don't include nvfx_context.h and use a forward reference instead.
nvfx_context.h includes nvfx_screen.h (itself).
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swzsurf doesn't support GART
Thanks to Marcin Kościelnicki <koriakin@0x04.net> for spotting that !
This fixes corruption in etracer and the following related errors :
[14381.551927] [drm] nouveau 0000:01:00.0: PGRAPH_ERROR - nSource:
PROTECTION_ERROR, nStatus: INVALID_STATE
[14381.551945] [drm] nouveau 0000:01:00.0: PGRAPH_ERROR - Ch 2/2 Class
0x039e Mthd 0x0184 Data 0x00001cd9:0x00001cd9
Signed-off-by: Xavier Chantry <chantry.xavier@gmail.com>
Adapted by Luca Barbieri for mesa master.
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uncached reads on nv3x
Faster, simpler and more flexible.
Also, we set those flags properly on nv3x so that we don't allocate buffers in GART.
Since on AGP GART is uncached, OpenGL doesn't distinguish between vertex and index buffers, and we don't support hardware index buffers for now, this caused uncached reads.
Also check bind and not usage for PIPE_BIND_* flags, got broken in the gallium-resources transition.
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Currently we used a single buffer for each fragment programs, leading to
rendering synchronization. This patch uses a doubly linked list of BOs,
which is dynamically resized if all the BOs are busy.
Note that inline image transfers could be an alternative option: this
will be explored later.
This removes one of the big performance limitations of the current
driver.
We also stop using pipe_resource internally in favor of using nouveau_bo
directly.
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Thanks to Patrice Mandin for debugging this.
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glsl generates these.
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Trivially adds SEQ, SGT, SLE, SNE, SFL, STR and SSG which were missing.
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This patch allocates a bigger chunk of memory to store queries in,
increasing the (hidden) outstanding query limit.
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Currently on nv30/nv40 an assert will be triggered once 32 queries are
outstanding.
This violates the OpenGL/Gallium interface, which requires support for
an unlimited number of fences.
This patch fixes the problem by putting queries in a linked list and
waiting on the oldest one if allocation fails.
nVidia seems to use a similar strategy, but with 1024 instead of 32 fences.
The next patch will improve this.
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Was broken during unification
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This patch adds support for two-sided vertex color to nv30/nv40.
When set, the COLOR0/1 fs inputs on back faces will be wired to vs outputs BCOLOR0/1.
This makes OpenGL two sided lighting work, which can be tested with progs/demos/projtex.
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They only apparently work on nv40 grclass cards, and this was the
previous behavior of the driver.
This really needs to be investigated more.
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This is implemented in nvfx_state_fb and fragtex but was missing
in nvfx_screen.
This allows to avoid glCopyTexSubImage CPU fallbacks and makes Doom 3
much faster as a result.
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Should improve performance and fix serious regressions on AGP cards.
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