Age | Commit message (Collapse) | Author |
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Has similiar use cases to the S8X24 and X24S8 formats.
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these formats are needed for hw that can sample and write stencil values.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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this adds the capability + a stencil semantic id, + tgsi scan support.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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We will typically have a current context when we need to lookup the image,
but the lookup implementation don't need it so drop it.
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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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They are no longer used.
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Add struct st_context_attribs to describe context profiles and
attributes. Modify st_api::create_context to take the new struct
instead of an st_visual.
st_context_attribs can be used to support GLX_ARB_create_context_profile
and GLX_EXT_create_context_es2_profile in the future. But the
motivation for doing it now is to be able to replace ST_API_OPENGL_ES1
and ST_API_OPENGL_ES2 by profiles.
Having 3 st_api's to provide OpenGL, OpenGL ES 1.1, and OpenGL ES 2.0 is
not a sane abstraction, since all of them share glapi for current
context/dispatch management.
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That file has been replaced by tgsi.rst.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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Include p_compiler.h for PUBLIC symbol.
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Keith prefers a clean separation between graw applications and
implementations, where apps do not link libgallium.a but instead
get all functionality they need via graw interface.
Although this is not incompatible with late loading of graw drivers, it
it would make it very hard to maintain, as wrappers for every utility
symbol exposed in graw would have to be written or generated somehow.
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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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Include p_state.h for pipe_shader_state symbol.
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This allows to build multiple graws libs simultaneously and avoid
unnecessary rebuilds of the tests.
Also remove graw_util.c from inside the graw implementation -- it was
only being provided by one implementation, and graw tests were linking
against gallium anyway.
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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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The callback is used by st/vega to check if a visual specifies the
depth/stencil format. It forces st/vega to be loaded by st/egl to
perform the check. As noted in EGL spec, the depth/stencil format of a
visual should not affect OpenVG. It should be better to ignore the
field and always allocate the depth/stencil texture.
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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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Conflicts:
src/gallium/state_trackers/egl/x11/native_dri2.c
src/gallium/state_trackers/egl/x11/native_x11.c
src/gallium/state_trackers/egl/x11/native_x11.h
src/gallium/state_trackers/xorg/xorg_driver.c
src/gallium/winsys/radeon/drm/radeon_drm.c
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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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