Age | Commit message (Collapse) | Author |
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Thanks to Alex Deucher for pointing out the FLT to int conversion is necessary
and writing an initial patch, this brings about 20 piglits, and I think this
is the last piece to make evergreen and r600 equal in terms of features.
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On evergreen, interpolation has moved into the fragment shader,
with the interpolation parmaters being passed via GPRs and LDS entries.
This works out the number of interps required and reserves GPR/LDS
storage for them, it also correctly routes face/position values which
aren't interpolated from the vertex shader.
Also if we noticed nothing is to be interpolated we always setup perspective
interpolation for one value otherwise the GPU appears to lockup.
This fixes about 15 piglit tests on evergreen.
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This was being classed as unsupported in one place but used in others.
Enabling it seems to work fine.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Tested with demos/pixeltest - line rasterization doesn't seem to be
set up for GL conventions yet, but at least width is respected now.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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TGSI tells us when to use this, its not hooked up from GLSL to MESA to TGSI yet though.
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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at the moment depth copies are failing (piglit depth-level-clamp)
so use the fallback for now until get some time to investigate.
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this changes size on 32/64 bit so is definitely no what you want to use here.
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fixes segfaults
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this mirror changes in r300g, bpt is kinda useless when it comes to some
of the non-simple texture formats.
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just a cleanup step towards tiling
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completely removed them.
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this thing will be in the cache a lot, so having massive big struct
arrays inside it won't be helping anyone.
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also fixup framebuffer state copies to avoid bad state.
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gallium calls them scissors, but r600 hw like r300 is better off using
cliprects to implement them as we can turn them on/off a lot easier.
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fixes https://bugs.freedesktop.org/show_bug.cgi?id=30771
Reported-by: Kevin DeKorte
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This could probably be done much nicer, I've spent a day chasing
a coherency problem in the kernel, that turned out to be incorrect
scissor setup.
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fixes glsl1-2D Texture lookup with explicit lod (Vertex shader)
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We need to move the texture sampler resources out of the range of the vertex attribs.
We could probably improve this using an allocator but this is the simple answer for now.
makes mesa-demos/src/glsl/vert-tex work.
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these aren't used anywhere, so just waste memory.
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we should be checking output array not input to decide.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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we want to use the format from the sampler view which isn't always the
same as the texture format when creating sampler views.
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interp data is stored in gpr0 so first interp overwrote it
and subsequent ones got wrong values
reserve register 0 so it's not used for attribs.
alternative is to interpolate attrib0 last (reverse, as r600c does)
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this sets the stencil up for evergreen properly.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Since flush rework there could be only one relocation per
register in a block.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Got a speed up by tracking the dirty blocks in a seperate list instead of looping through all blocks. This version should work with block that get their dirty state disabled again and I added a dirty check during the flush as some blocks were already dirty.
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Flush read cache before writting register. Track flushing inside
of a same cs and avoid reflushing same bo if not necessary. Allmost
properly force flush if bo rendered too and then use as a texture
in same cs (missing pipeline flush dunno if it's needed or not).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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since we plan on using dx10 constant buffers everywhere.
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