Age | Commit message (Collapse) | Author |
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This stops us advertising lots of ms visuals we can't actually use.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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https://bugs.freedesktop.org/show_bug.cgi?id=29372
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If texture coordinates come from the vertex shader, there are always
4 components in the rasterizer input packet, but if the coordinates
are stuffed (like for point sprites), there are only 2 or 3 components
(based on GB_ENABLE) and if we rasterize more, it locks up.
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Getting tiling right has always been tricky.
There are so many subtle details...
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The Draw flush inside r300_flush was the culprit.
Also, no need to flush Draw when changing a state since the flush is
already inside swtcl_draw_vbo.
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This fixes fdo bug #29286.
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That is, remove pipe_context::draw_arrays, pipe_context::draw_elements,
pipe_context::draw_arrays_instanced,
pipe_context::draw_elements_instanced,
pipe_context::draw_range_elements.
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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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isn't a problem yet, but have issues in hiz branch.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Because the hw can't sample it, I reinterpret the format as G16R16 and
sample the G component. This gives 16 bits of precision, which should be
enough for depth texturing (surprisingly, the sampled values are exactly
the same as in D16 textures).
This also enables EXT_packed_depth_stencil on those old chipsets, finally.
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The number of macrotiles in the Y direction must be even, otherwise memory
corruption may happen (e.g. broken fonts). Basically, if we get a buffer
in resource_from_handle, we can determine from the buffer size whether it's
safe to use the CBZB clear or not.
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We were using TXPITCH_EN for textures from the DDX since ever, for nothing.
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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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I don't remember why the alignment was there, but it seems to be
no longer needed. I guess it was a dirty fix for some other bug.
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Depth clamping seems to be implicit if clipping is disabled.
It's not perfect, but it's good enough for wine and passes
the corresponding piglit tests.
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The problem is destroy_context is almost NEVER called.
The only test for destroy_context I know is compiz.
Reported by Vinson Lee.
FDO bug #29150.
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The improvement in Tremulous: 68.9 fps -> 71.1 fps.
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fix vb/ib uploads
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Ooops.
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FDO bug #29128.
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rv3x0 can't do it.
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It is a lot simplier, cleaner, and more stable now.
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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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With an ordinary quad, the pixels on the main diagonal are computed
and stored twice, which is somewhat inefficient and might not work well
with specialized clear codepaths.
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And other minor fixups.
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FDO bug #28563.
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This fixes sluggishness in vdrift.
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This is a typo fix, the generated code should be the same.
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This should fix FDO bugs #28437 and #28625.
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Signed-off-by: Marek Olšák <maraeo@gmail.com>
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