Age | Commit message (Collapse) | Author |
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Changes in v3:
- Also change trace, which I forgot about
Changes in v2:
- No longer adds tessellation shaders
Currently each shader cap has FS and VS versions.
However, we want a version of them for geometry, tessellation control,
and tessellation evaluation shaders, and want to be able to easily
query a given cap type for a given shader stage.
Since having 5 duplicates of each shader cap is unmanageable, add
a new get_shader_param function that takes both a shader cap from a
new enum and a shader stage.
Drivers with non-unified shaders will first switch on the shader
and, within each case, switch on the cap.
Drivers with unified shaders instead first check whether the shader
is supported, and then switch on the cap.
MAX_CONST_BUFFERS is now per-stage.
The geometry shader cap is removed in favor of checking whether the
limit of geometry shader instructions is greater than 0, which is also
used for tessellation shaders.
WARNING: all drivers changed and compiled but only nvfx tested
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That file has been replaced by tgsi.rst.
Signed-off-by: José Fonseca <jfonseca@vmware.com>
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Remove p_screen.h.
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Remove p_compiler.h.
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Remove p_compiler.h.
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Remove p_format.h.
Include p_compiler.h for boolean and uint64_t symbols.
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Remove p_state.h.
Include p_compiler.h for boolean symbol.
Add needed forward declarations after removing p_state.h.
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This might technically not always be correct, because va_copy might
be a function, or a system might not have va_copy, and not work with
assignment.
Hopefully this is never the case.
Without configure tests, it doesn't seem possible to do better.
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This allows to properly support OpenGL rectangle textures in a well
defined way, especially on drivers that don't expose
PIPE_CAP_NPOT_TEXTURES.
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Used when we want to be sure the compiler inlines a large function into
an inner loop.
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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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This commit adds a new unified draw_vbo method to pipe_context. Unlike
other draw methods, draw_vbo treats the index buffer as a state which is
set with set_index_buffer.
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This used to be a somewhat packed struct, but no longer. Remove the
last remaining bitfield tag.
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Fixes MSVC build failure due to inconsistent _ReadWriteBarrier
prototype.
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laying down the foundation for everything and implementing most of the
stuff.
linking, gl_VerticesIn and multidimensional inputs are left.
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One tiny step toward porting Gallium to the GNU/Hurd kernel
(and fixing Debian bug #585618).
Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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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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like normal temporaries, but allows to define a number of distinct
arrays, all of which make it explicit that they contain /indexable/
registers.
as a side-effect we're adding support for multi-dimensional destination
registers.
The whole thing looks like this:
DCL TEMPX[0][0..128] # 0 array with 128 registers
ADD TEMPX[0][0], IN[0], IMM[0]
ADD TEMPX[0][1], IN[0], IMM[0]
ABS OUT[0], TEMPX[0][TEMP[0]]
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allows one to specify a safe (bound checked) array
filled with immediates. it works just like a const
array and declares much like our current immediates.
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of vertices
lots and lots of fixes for geometry shaders. in particular now we work when the gs
emits a different primitive than the one the pipeline was started with and also
we work when gs emits more vertices than would fit in the original buffer.
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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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more consistent with rest of gallium naming conventions.
Also rename driver-internal names for these the same.
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Define PUBLIC to __declspec(dllexport) when _MVC_VER is defined.
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clears were a bit limited in gallium:
- no scissoring (OGL only) nor explicit rectangle list (d3d9)
- no color/stencil masks (OGL only)
- no separate depth/stencil clears (d3d9/d3d10/OGL)
- cannot really clear single color buffer (only with resource_fill_region)
Additionally, d3d can clear surfaces not currently bound to the framebuffer.
It is, however, not easy to find some common ground what a clear should be able
to do, due to both API requirements and also hw differences (a case which might
be able to use a special clear path on one hw might need a "normal" quad render
on another).
Hence several clear methods are provided, and a driver should implement all of
them.
- clear: slightly modified to also be able to clear only depth or stencil in a
combined depth/stencil surface. This is however optional based on driver
capability though ideally it wouldn't be optional. AFAIK this is in fact
something used by applications quite a bit.
Otherwise, for now still doesn't allow clearing with scissors/mask (or single
color buffers)
- clearRT: clears a single (potentially unbound) color surface. This was formerly
roughly known as resource_fill_region. mesa st will not currently use this,
though potentially would be useful for GL ClearBuffer.
- clearDS: similar to above except for depth stencil surfaces.
Note that clearDS/clearRT currently handle can handle partial clear. This might
change however.
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Conflicts:
src/mesa/state_tracker/st_gen_mipmap.c
src/mesa/state_tracker/st_texture.c
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Previously, surface_copy was said to allow overlapping blits, and it was
"optional". However, some state trackers actually assumed it is always present,
and quite some code (like in u_blit) assumed overlapping isn't allowed.
Hence, resource_copy_region (and in the same spirit, resource_fill_region) is
now mandatory, but overlapping blits are no longer allowed. A driver can plug
in the cpu fallback util_resource_copy_region if it does not want to provide its
own implementation, though this is not optimal.
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due to popular request, use nr_samples parameter in is_format_supported()
instead of new is_msaa_supported() query.
This makes it easily possible to query if a format with a given sample count
is also supported not only as render target, but for sampler views (note that
texture sampling from multisampled resources isn't supported yet).
It is not quite how dx10 format msaa queries work, but we might need to revisit
format queries completely in the future anyway.
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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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PIPE_CAP_GLSL and PIPE_CAP_SM3 not removed yet, as opcode support is not
yet covered.
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It was only used for D3D's REP/END/BGNFOR/ENDFOR. D3D's aL register is
just like another address register now.
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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