Age | Commit message (Collapse) | Author |
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allows application to not only request the frequency of the TIME_ELAPSED
clock but also to detect if that frequency was consistent throughout the
entire bracketed range of graphics commands.
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to figure out if gpu is finished with all of the previously issues commands
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register masks, multiple output buffers, multiple primitives,
non-linear vertices (elts) and stride semantics.
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spotted by Vinson
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we need to change it to support composite types
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Brian spotted those
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interface wise we have everything needed by d3d10 and gl transform feedback.
the draw module misses implementation of some corner cases (e.g. when stream
output wants different number of components per output than normal rendering
paths)
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aka transform feedback
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This passes on r300g, the only bit I'm not really sure about is the handling
of the sampler_view in st_atom_texture.c, I unreference it there if the swizzle
value changes and I also have to create a new set of functions to create a new
one since the u_sampler.c ones don't handle swizzle so much.
adds r300g + softpipe enables, I think other drivers could pass easily enough.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Conflicts:
src/gallium/state_trackers/python/p_context.i
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Fixes regression from commit f2e05acac931889e0820e1cc5d7ea810048a6b5f.
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Conflicts:
src/mesa/state_tracker/st_gen_mipmap.c
src/mesa/state_tracker/st_texture.c
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prevents segfault when state trackers try to set default mask.
Other option would be to make this required only for drivers
supporting multisampling, but this seems more clean.
Only dummy implementations (for normal drivers) provided (no driver
supports multisampling yet neither).
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Use front/back instead of cw/ccw throughout.
Also, use offset_point/line/fill instead of offset_cw/ccw.
Brings gallium representation of this state into line with its main
user, and also what turns out to be the most common hardware
representation.
This fixes a long-standing bias in the interface towards the
architecture of the software rasterizer.
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If a shader was bound to the fragment shader TGSI executor and it was
then deleted and a new shader was allocated at the same address as the
old shader, the new fragment shader would not get properly bound to
the TGSI machine and we'd wind up using the old one.
This would not have been a problem if shaders were refcounted.
Now the TGSI machine is owned by the context rather than the quad
pipeline's shader stage so that the softpipe_delete_fs_state()
function can access it.
Fixes sporadic failures of the piglit fp-long-alu test (fd.o bug 27989).
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Now we have draw_elements() and draw_arrays() to be consistent with the
pipe_context drawing functions.
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Builds on commit ddb0e18f6c5582d4d2cc59ffd16ad9c4639ed059 and fixes
regressions in glean clipFlat test.
We assume that Gallium drivers observe flatshade_first for all triangles
and that all the assorted per-triangle calls in the 'draw' module also
follow flatshade_first. Everything else builds on those rules.
Gallium does not use follow flatshade_first for GL quads, quad strips
and polygons; the "last" vertex is always the provoking vertex for those
prims. So now there are separate QUAD_FIRST_PV and QUAD_LAST_PV macros
in the draw primitive decomposition code instead of one QUAD macro.
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This is a better place than in u_rect.c
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Current code only invalidated if the texture was different, however we
store swizzled values in the cache, so we need to invalidate in that case
also.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Don't use the dst alpha channel from the tile cache when it does not
exist in the true format.
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Transfer, being now a context operation, should happen in order with
all other contexts operations. If there is rendering pending on the
resource then the driver must flush and potentially wait itself
internally.
Instead of avoiding using transfers internally (as done in llvmpipe) I've
opted to simply pass PIPE_TRANSFER_UNSYNCHRONIZED in all internal
transfers, to avoid infinite recursion.
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The un-optimized path relies on surface_fill which can only handle formats
with depth <= 32, so it is pointless to keep it around.
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Unfortunately there are some heavy limitations on supported render target
formats due to the way clear values are used internally.
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