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The driver actually creates a 3D texture aligned to POT and does all
the magic with texture coordinates in the fragment shader. It first
emulates REPEAT and MIRRORED wrap modes in the fragment shader to get
the coordinates into the range [0, 1]. (already done for 2D NPOT)
Then it scales them to get the coordinates of the NPOT subtexture.
NPOT textures are now less of a lie and we can at least display
something meaningful even for the 3D ones.
Supported wrap modes:
- REPEAT
- MIRRORED_REPEAT
- CLAMP_TO_EDGE (NEAREST filtering only)
- MIRROR_CLAMP_TO_EDGE (NEAREST filtering only)
- The behavior of other CLAMP modes is undefined on borders, but they usually
give results very close to CLAMP_TO_EDGE with mirroring working perfectly.
This fixes:
- piglit/fbo-3d
- piglit/tex3d-npot
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Move GB_ENABLE to derived rs state, and find sprite coord for the correct
generic and enable the tex coord for that generic.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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TX_BORDER_COLOR should be formatted according to the texture format.
Also the interaction with ARB_texture_swizzle should be fixed too.
NOTE: This is a candidate for the 7.9 branch.
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https://bugs.freedesktop.org/show_bug.cgi?id=29901
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https://bugs.freedesktop.org/show_bug.cgi?id=29901
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the current code reuses the same vbo over and over, however after a flush
we'd stall and wait for mapping on the vbo when we should just fire and forget.
On a gears test this brings me from ~620 to ~750 on my rv530 in swtcl mode.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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z_fastfill -> dirty_zmask[level].
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It sometimes works, sometimes not. I guess we have the zmask offsets wrong.
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This implements fast Z clear, Z compression, and HiZ support for r300->r500
GPUs.
It also allows cbzb clears when fast Z clears are being used for the ZB.
It requires a kernel with hyper-z support.
Thanks to Marek Olšák <maraeo@gmail.com>, who started this off, and Alex Deucher at AMD for providing lots of hints.
v2:
squashed zmask ram size fix]
squashed r300g/blitter: fix Z readback when compressed]
v3:
rebase around texture changes in master - .1 fix more bits
v4:
migrated to using u_mm in r300_texture to manage hiz/zmask rams consistently
disabled HiZ when using OQ
flush z-cache before turning hyper-z off
update hyper-z state on dsa state change
store depthclearvalue across cbzb clears and replace it afterwards.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Some drivers define a generic function that is called by all drawing
functions. To implement draw_vbo for such drivers, either draw_vbo
calls the generic function or the prototype of the generic function is
changed to match draw_vbo.
Other drivers have no such generic function. draw_vbo is implemented by
calling either draw_arrays and draw_elements.
For most drivers, set_index_buffer does not mark the state dirty for
tracking. Instead, the index buffer state is emitted whenever draw_vbo
is called, just like the case with draw_elements. It surely can be
improved.
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This decouples initializing a texture layout/miptree description
from an actual texture creation, it also partially unifies texture_create
and texture_from_handle.
r300_texture inherits r300_texture_desc, which inherits u_resource.
The CBZB clear criteria are moved to r300_texture_desc::cbzb_allowed[level].
And other minor cleanups.
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The driver gets a buffer and its size in resource_from_handle.
It computes the required minimum buffer size from given texture
properties, and compares the two sizes.
This is to early detect DDX bugs.
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The improvement in Tremulous: 68.9 fps -> 71.1 fps.
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An initial implementation made by Dave Airlie.
For it to be used, a color-only clear must be invoked and exactly one
point-sampled render target must be set. The render target must be
macrotiled (for us to overcome alignment issues) and bpp must be either
16 or 32.
I can't see a difference in performance. :(
Conflicts:
src/gallium/drivers/r300/r300_blit.c
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This flush happens when changing the tiling flags, and it should really be
done in the context.
I hope this fixes FDO bug #28630.
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Now the question is whether we are allowed to ignore gl_rasterization_rules and
pipe_rasterizer_state::multisample. The former is invariant anyway and
I think the latter would need re-emitting the AA state which is quite costly,
considering that it implicitly flushes the whole pipeline (all AA regs
in the AA state are *unpipelined*).
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Unlike other invariant states, this one must be emitted after VAP flush.
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This should fix corrupted texturing on r3xx-r4xx.
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The real difference here is that ZTOP is now enabled if all stencil ops
are set to KEEP. This improves performance.
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The previous implementation had issues with queries spanning over several
command streams as well as using a very large number of queries.
This fixes flickering in Enemy Territory: Quake Wars. The driver now renders
everything correctly in this game and the graphics is awesome.
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There is a problem though, the translate module cannot emit half float
vertices.
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The next step is to replace skipping by an actual fallback.
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