Age | Commit message (Collapse) | Author |
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This version should hopefully be much clearer and thus less likely
to be subtly broken.
Also fixes point sprites on nv40 and possibly some other bugs too.
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How to cope with NULL surface relocations should be entirely at winsys'
discretion.
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The variable is used but only in the body of an assert.
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Variables weren't initialized on the error paths.
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Silence the following i686-apple-darwin10-gcc-4.2.1 warnings.
nv04_2d.c: In function 'nv04_region_copy_cpu':
nv04_2d.c:560: warning: 'dswy' may be used uninitialized in this function
nv04_2d.c:559: warning: 'dswx' may be used uninitialized in this function
nv04_2d.c:562: warning: 'sswy' may be used uninitialized in this function
nv04_2d.c:561: warning: 'sswx' may be used uninitialized in this function
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Silence the following GCC warning.
warning: initialization from incompatible pointer type
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Disable release_hw and emit_mov_from_pred functions as they are
currently not being used.
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Fixes the following GCC warning on 32-bit platforms.
warning: format '%li' expects type 'long int', but argument 4 has type 'int'
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Partialy fix texturing from depth buffer, depth buffer is tiled
following different tile organisation that color buffer. This
properly set the tile type & array mode field of texture sampler
when sampling from db resource.
Add initial support to untiling buffer when transfering them,
it's kind of broken by corruption the vertex buffer of previous
draw.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Move declarations before code.
Fix void pointer arithmetic.
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Not sure why this mostly works.
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Might reduce the risk of running out of memory
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For some reason nv30 seems to like to reset the viewport, even though
attempts to isolate where exactly it does that have currently been
inconclusive.
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Still no control flow support, but basic stuff works.
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This is a full rewrite of the drawing and buffer management logic.
It offers a lot of improvements:
1. A copy of buffers is now always kept in system memory. This is
necessary to allow software processing of them, which is necessary
or improves performance in many cases.
2. Support for pushing vertices on the FIFO, with index lookup if necessary.
3. "Smart" draw code that tries to intelligently choose the cheapest
way to draw something: whether to use inline vertices or hardware
vertex buffer, and whether to use hardware index buffers
4. Support for all vertex formats supported by the hardware
5. Usage of translate to push vertices, supporting all formats that are
sensible to use as vertex formats
6. Support for base vertex
7. Usage of Ben Skeggs' primitive splitter originally for nv50, allowing
correct splitting of line loops, triangle fans, etc.
8. Support for instancing
9. Precomputation using the vertex elements CSO
Thanks to Ben Skeggs for his primitive splitter originally for nv50.
Thanks to Christoph Bumiller for his nv50 push code, that was the basis
of this work, even though I changed his code dramatically, in particular
to replace his ad-hoc vertex data emitter with translate.
The changes could also go into nv50 too, but there are substantial
differences due to the additional nv50 hardware features.
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This is a significant refactoring of the sampling code that:
- Moves all generic functions in nvfx_fragtex.c
- Adds a driver-specific sampler view structure and uses it to
precompute texture setup as it should be done
- Unifies a bit more of code between nv30 and nv40
- Adds support for sampler view swizzles
- Support for specifying as sampler view format different from the
resource one (only trivially)
- Support for sampler view specification of first and last level
- Support for depth textures on nv30, both for reading depth and
for compare
- Support for sRGB textures
- Unifies the format table between nv30 and nv40
- Expands the format table to include essentially all supportable formats
except mixed sign and "autonormal" formats
- Fixes the "is format supported" logic, which was quite broken, and
makes it use the format table
Only tested on nv30 currently.
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Stop using the vtbl, and use real transfers for buffers too.
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Seems a reasonable threshold for now.
Significantly speeds up Piglit's 1x1 glReadPixels (but, you know,
reading pixels in 1x1 blocks is NOT a good idea, especially if you
might be running on a less-than-perfect driver).
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This patch adds support for creating temporary surfaces to allow
rendering to surfaces that cannot be rendered to.
It uses the _second_ version of the render temporary infrastructure.
This is necessary for swizzled 3D textures and small mipmaps of
swizzled 2D textures.
This version of the patch creates a resource to use as a temporary
instead of a raw BO, making the code simpler.
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This uses nv30's _RECT formats.
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Use an array indexed by the pipe format instead of doing a linear scan.
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Now that the new 2D code is in place, swizzling can be safely enabled.
Render temporaries are needed in some cases, so this may degrade nv30
a bit until it gets render temporaries too.
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This patch implements nv04_surface_copy/fill using the new 2D engine module.
It supports falling back to the 3D engine using the u_blitter module, which will be
added in a later patch.
Also adds support for using the 3D engine, reusing the u_blitter module
created for r300.
This is used for unswizzling and copies between swizzled surfaces.
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