Age | Commit message (Collapse) | Author |
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Makes the code much clearer.
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evergreen variant of:
9f7ec103e26c67cb077fd7d94d2fb68562b86c40
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Use fetch shader instead of having fetch instruction in the vertex
shader. Allow to restrict shader update to a smaller part when
vertex buffer input layout changes.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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this should at least make app use the same paths as they would for a real
driver.
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This should fix the remaining buffer alignment issues in r600g.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Vertex data swizzles are already done in the vertex shader. Doing them twice
breaks BGRA vertex arrays for example.
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RET was interpreted as END, which was wrong. Instead, if a shader contains RET
in the main function, it will fail to compile with an error message
from now on.
The hack is from early days.
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The (piglit) mipmap_limits test shows the issue very clearly.
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This driver is a fake swdri driver that perform no operations
beside allocation gallium structure and buffer for upper layer
usage.
It's purpose is to help profiling core mesa/gallium without
having pipe driver overhead hidding hot spot of core code.
scons file are likely inadequate i am unfamiliar with this
build system.
To use it simply rename is to swrast_dri.so and properly set
LIBGL_DRIVERS_PATH env variable.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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This fixes 8 texwrap format tests.
The code should handle arbitrary formats now and is cleaner.
NOTE: This is a candidate for the 7.9 branch.
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As per the ps_3_0 and vs_3_0 documentation.
The aL register in D3D9 is quite tricky to use, though.
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To match shader model 2.0 (it's impossible to fully implement ARL
with shader model 3.0 relative addressing).
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To match shader model 2.0.
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Fixes piglit/fbo_readpixels since staging upload changes.
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Currently r600_resource_copy_region() will turn these copies into
transfers + memcpys, so to avoid recursion we must not turn those
transfers back into blits.
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Signed-off-by: Lucas Stach <dev@lynxeye.de>
Signed-off-by: Francisco Jerez <currojerez@riseup.net>
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For some reason I though we needed the _DISCARD flag to avoid
readbacks, which isn't true at all. Now write operations should
pipeline properly, gives a good speedup to demos/tunnel.
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Seems to sort-of work for non-mipmapped textures. Better than just
black anyway.
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Don't use an intermediate for formats which don't support hardware
blits under u_blitter.c, as these will recursively attempt to create a
transfer.
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=31479
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This is a temporary work around to prevent crashes with glean/glsl1
(for example) which try to do vertex shader texturing.
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Commit 8dfafbf0861fe3d2542332658dd5493851053c78 forgot to update r300g.
There is a buf == NULL check, but buf is used before for var init.
Tested-by: Guillermo S. Romero <gsromero@infernal-iceberg.com>
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Trivial change that avoids a segmentation fault when the blitter state
happens to be bound when the context is destroyed.
The free calls should probably removed altogether in the future -- the
responsibility to destroy the state atoms lies with whoever created it,
and the safest thing for the pipe driver is to not touch any bound state
in its destructor.
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Discard fractional bits from linewidth. This matches the nvidia
closed drivers, my reading of the OpenGL SI and current llvmpipe
behaviour.
It looks a lot nicer & avoids ugliness where lines alternate between n
and n+1 pixels in width along their length.
Also fix up r600g to match.
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Should do better than this and actually unbind the buffer, but haven't
yet gotten it to work.
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These were previously being left in the default (D3D) mode. This mean
that triangles were drawn slightly incorrectly, but also because this
state is relied on by the u_blitter code, all blits were half a pixel
off.
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These were being set but not used anywhere.
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Generalize the existing tiled_buffer path in texture transfers for use
in some non-tiled up and downloads.
Use a staging buffer, which the winsys will restrict to GTT memory.
GTT buffers have the major advantage when they are mapped, they are
cachable, which is a very nice property for downloads, usually the CPU
will want to do look at the data it downloaded.
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