Age | Commit message (Collapse) | Author |
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This splits rendering into two passes when front and back stencil
reference value, value mask, or write mask don't match.
The advantages of doing it in the driver instead of in st are:
* SWTCL is executed just once and the resulting vertex buffer is reused
in the second pass.
* Lower driver overhead due to the fallback being very close to
the actual draw emission with minimum state change.
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As per Radeon 9700 Opengl Programming and Optimization Guide [1], there are
16 texture units even on the first r300 chipsets. If you think I am wrong,
feel free to propose a patch.
[1] Here's PDF: http://people.freedesktop.org/~mareko/
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From fglrx traces the dithering is never enabled.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Doesn't hurt, and reduces code duplication.
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We really need to get these into bug reports.
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Kind of surprised that this was as little as it took. Worrying.
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This reverts commit cba6430524198a1bdcdeada03cbe946a454f3935.
Breaks celestia with a hardlock. :T
We really need to sit down and study texture stuffing further.
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Still not happy with this, but at least things seem to work.
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Conflicts:
src/gallium/drivers/nv30/nv30_context.h
src/gallium/drivers/nv30/nv30_state.c
src/gallium/drivers/nv40/nv40_context.h
src/gallium/drivers/nv40/nv40_state.c
src/gallium/drivers/r300/r300_emit.c
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This creates a cleaner winsys and drop the simple screen stuff.
It makes r300g use pb_bufmgr structs.
It also tries to avoid overheads from mapping too often.
v5: clean warnings
v6: break out of cache check on first buffer - since most likely
the first busy one implies all after it are busy.
v7: cleanup a bit
v8-merged: drop cman for now to just get all the interface changes in first.
rework to changes that happened upstream
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Oh look, an undocumented feature. It's a nice tool for benchmarking
texturing.
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Two bug fixes at the same time. :)
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Conflicts:
src/gallium/auxiliary/util/u_tile.c
src/gallium/auxiliary/util/u_tile.h
src/gallium/drivers/identity/id_context.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_setup.h
src/gallium/drivers/softpipe/sp_tex_tile_cache.c
src/gallium/include/pipe/p_context.h
src/mesa/state_tracker/st_cb_bitmap.c
src/mesa/state_tracker/st_cb_drawpixels.c
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Make the kernel even less likely to barf on us.
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Conflicts:
src/gallium/auxiliary/Makefile
src/gallium/auxiliary/SConscript
src/gallium/auxiliary/tgsi/tgsi_exec.c
src/gallium/auxiliary/util/u_blitter.c
src/gallium/drivers/i915/i915_context.h
src/gallium/drivers/i965/brw_context.h
src/gallium/drivers/llvmpipe/lp_context.h
src/gallium/drivers/nv50/nv50_context.h
src/gallium/drivers/nv50/nv50_state_validate.c
src/gallium/drivers/nv50/nv50_tex.c
src/gallium/drivers/r300/r300_blit.c
src/gallium/drivers/r300/r300_context.h
src/gallium/drivers/r300/r300_emit.c
src/gallium/drivers/r300/r300_state.c
src/gallium/drivers/softpipe/sp_context.h
src/gallium/drivers/svga/svga_context.h
src/gallium/drivers/svga/svga_pipe_sampler.c
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Conflicts:
src/gallium/auxiliary/cso_cache/cso_context.c
src/gallium/auxiliary/util/u_blit.c
src/gallium/auxiliary/util/u_gen_mipmap.c
src/gallium/drivers/i915/i915_context.h
src/gallium/drivers/i965/brw_draw_upload.c
src/gallium/drivers/r300/r300_blit.c
src/gallium/drivers/r300/r300_context.h
src/gallium/drivers/r300/r300_render.c
src/gallium/drivers/r300/r300_state_derived.c
src/mesa/state_tracker/st_cb_bitmap.c
src/mesa/state_tracker/st_cb_clear.c
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Now SWTCL renders at least "something", we're close...
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And associated cleanups.
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My God, I've reinvented R300_STATECHANGE. Forgive me. :C
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glxgears runs again.
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Conflicts:
src/gallium/drivers/r300/r300_blit.c
src/gallium/drivers/r300/r300_emit.c
src/gallium/drivers/r300/r300_state_derived.c
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Formerly known as vertex_format_state. These two are completely
unrelated when using HWTCL and decoupling them makes the design
less SWTCL-centric.
When bypass_vs_clip_and_viewport gets removed, the PSC setup will
no longer be a derived state.
This change shouldn't make unbreaking SWTCL harder.
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The first non-state atom. It's better and cleaner to have it.
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The only practical limits are the ones derived from the currently-set
framebuffer state.
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It wasn't such a good idea to remove it. :/
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Fixing bizarre reports that a vertex buffer is not large enough.
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