Age | Commit message (Collapse) | Author |
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Mipmaps not tested. Also, I am not sure why piglit/texturing/tex3d needs
to have color tolerance +-1 to pass. The classic Mesa driver doesn't
need that.
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Part of the fastpath cleanup.
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Need to move rs_block to this, too.
Also, I'm getting massive amounts of flicker for some reason; I bet we've gotta
re-re-examine PSC and friends. :C
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It may seem pointless, but this avoids a fair amount of predicted CSO pain.
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I missed this, thanks to Corbin for pointing it out.
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Add support for begin/end in each CS so we don't get any other
processes rendering in between.
TODO:
blame other parts of driver for this not working like Z.
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This means we don't emit in the begin query but when we have
to flush. Similiar to classic.
TODO:
make query object actually work.
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1: add rv530 support
- num z pipes cap
- add proper start/finish query options for rv530
2: convert to use linked list properly.
3: add flushing required check.
4: initial Z top disabling support.
TODO:
make it actually work on my rv530.
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It gets really annoying watching r300g tell me how it's filling surfaces.
Or falling back during filling surfaces.
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Individual texture images have a stride, but textures as a whole do not.
There are still pieces of code which are confused about this, but the core of
the confusion is hopefully gone.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Seriously guys....
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So that debugging is no longer a full-spam-or-nothing approach, you are now
supposed to set the RADEON_DEBUG environment flag just like for classic Mesa.
The available debug flags are different, however. Just running an OpenGL
application with RADEON_DEBUG set to an arbitrary string will print out
helpful information.
Everything must be compiled with -DDEBUG for any of this to work
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Still broken, but compiles cleaner, behaves better, etc.
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Not needed with new compiler.
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This is entirely untested on R500, and needs more testing on R300.
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Appart from separating r3xx/r5xx fragment shaders, a more consistent
naming scheme has been applied. From now on:
r300 = all chips
r3xx = R300/R400 only
r5xx = R500 only
This way r300_fragment_shader is the master struct, and the structs
r3xx_fragment_shader and r5xx_fragment_shader inherits it.
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Less briefly... Shaders need to be recompiled if their constantbuf
offsets have changed. However, since we only change them from shaders if
immediates need to be emitted, we shouldn't bother if the shader doesn't
use immediates.
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Still not correct, but really I don't care.
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This makes glxgears draw properly with SW TCL.
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Still broken...
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We'll just forever leave it in r300_winsys.h since it's needed for
whichever winsys is hosting the pipe.
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Note that this will break you, hard, if you're not using RADEON_NO_TCL.
I really need to start vertex shaders soon.
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Not going to bother unbreaking it here until it's unbroken elsewhere.
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Wow, there were buggies by the boatload in there.
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Including two registers that already should have been covered...huh...
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s/migration/migrane/ , actually. Anyway, this has working glxinfo...
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This is still icky, and only compile-tested.
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Some harmless, some very dangerous.
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Messy, messy.
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compile and behave like it did before the gallium-texture-transfer merge
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This is the last bit of Gallium-side plumbing for drawing things.
From this point on, the only missing parts should be in r3xx-specific
code areas...
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Next up: The evil RS block.
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