Age | Commit message (Collapse) | Author |
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It has no user after the removal of st_public. Plus, it has never been
implemented by a pipe driver or winsys.
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Currently we used a single buffer for each fragment programs, leading to
rendering synchronization. This patch uses a doubly linked list of BOs,
which is dynamically resized if all the BOs are busy.
Note that inline image transfers could be an alternative option: this
will be explored later.
This removes one of the big performance limitations of the current
driver.
We also stop using pipe_resource internally in favor of using nouveau_bo
directly.
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There is no user of st_public now.
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Add vg_context_update_draw_buffer (and helpers) that duplicates the
logic of st_resize_framebuffer. Use the new function instead of
st_resize_framebuffer in vg_manager.c.
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Thanks to Patrice Mandin for debugging this.
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This works better and preserves the
data != 0 if and only if capacity != 0 invariant.
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Also describe invariants explicitly and use char* for arithmetic.
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The fixed function vertex program shouldn't need to deal or touch tex coords
if stuffing is enabled.
Though I'm not 100% this won't break assumption made elsewhere it seems like
the correct thing to do, and makes r300g point sprites a lot easier to implement.
draw: fix point-sprite when vertex program is used.
This commit regressed draw, so fix it as well to help bisection.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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[airlied -
Convert sprite coord index to a per-coord enable bit
set the rasteriser block up correctly for point sprites.
The inputs to the RS hw block change for sprite coords, so fix them up
properly - this fixes piglit point-sprite test.
]
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Two reasons:
- progs will eventually have its own repository
- it is just to easy to forget updating the
code for interface changes when it is outside of src
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glsl generates these.
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Trivially adds SEQ, SGT, SLE, SNE, SFL, STR and SSG which were missing.
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This patch allocates a bigger chunk of memory to store queries in,
increasing the (hidden) outstanding query limit.
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Currently on nv30/nv40 an assert will be triggered once 32 queries are
outstanding.
This violates the OpenGL/Gallium interface, which requires support for
an unlimited number of fences.
This patch fixes the problem by putting queries in a linked list and
waiting on the oldest one if allocation fails.
nVidia seems to use a similar strategy, but with 1024 instead of 32 fences.
The next patch will improve this.
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Fixes SCons build.
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Was broken during unification
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This patch adds support for two-sided vertex color to nv30/nv40.
When set, the COLOR0/1 fs inputs on back faces will be wired to vs outputs BCOLOR0/1.
This makes OpenGL two sided lighting work, which can be tested with progs/demos/projtex.
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They only apparently work on nv40 grclass cards, and this was the
previous behavior of the driver.
This really needs to be investigated more.
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This is implemented in nvfx_state_fb and fragtex but was missing
in nvfx_screen.
This allows to avoid glCopyTexSubImage CPU fallbacks and makes Doom 3
much faster as a result.
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Should improve performance and fix serious regressions on AGP cards.
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No longer used, finally!
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This makes the code faster due to the lack of indirect calls and also
makes it much easier to understand what is actually going on.
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We could use an sb here instead, but there is no obvious performance
advantage, and perhaps there could be a disadvantage.
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