Age | Commit message (Collapse) | Author |
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This avoids the duplication in tpf.h and tpf_text.cpp
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Some pathological triangles cause a theoritically impossible number of
clipped vertices.
The clipper will still assert, but at least release builds will not
crash, while this problem is further investigated.
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If a triangle was completely culled by clipping, we would still try to
fix up its provoking vertex.
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Otherwise softpipe and llvmpipe assert.
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use the blitter + custom stage to avoid doing a whole lot of state
setup by hand. This makes life a lot easier for doing this on evergreen
it also keeps all the state setup in one place.
We setup a custom context state at the start with a flag to denote
its for the flush, when it gets generated we generate the correct state
for the flush and no longer have to do it all by hand.
this should also make adding texture *to* depth easier.
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reimplement the flush stage added for r300 to allow a custom DSA stage
to be used in the pipeline, this allows for r600 hw DB->CB flushes.
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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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pointed out by glisse on irc.
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at least zreaddraw works for me here now on my rv610
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once I go past 0x3f80000, I can't translate hex to float in-brain anymore.
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As introduced with commit d21301675c249602e19310d5b62fad424f2f2ac2
NOTE: This is a candidate for the 7.9 branch.
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This one should be powerful enough to hook up Wine.
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We can't expect to have a context when this is called, and we don't need one
so just require a __DRIscreen instead.
Reported by Yu Dai <yu.dai@intel.com>
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When calling query begin using same query id we need to discard
previous query results.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Shader rebuild should be more clever, we should store along each
shader all the value that change shader program rather than using
flags in context (ie change sequence like : change vs buffer, draw,
change vs buffer, switch shader will trigger useless shader rebuild).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Normally the Mesa state tracker uses TXP instructions for texturing.
But if a fragment shader uses texture2D() that's a TEX instruction.
In that case we were incorrectly computing the texcoord coefficients
in the point sprite setup code. Some new comments in the code explain
things.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Makes AoS blending easier, and state more canonical.
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One multiplication instead of two.
Also fix floating point random number generation and verification.
TODO: Do the same for AoS blending.
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Unfortunately this can cause segfault with LLVM 2.6, if x is a constant.
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Otherwise, -m32 doesn't make it there.
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progs requires winsys, which hasn't yet been built by the time we
go into state_trackers.
It may be a good idea to also move it into tests.
After a normal build, run make in src/gallium/state_trackers/d3d1x/progs
to build them.
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A cleaner solution would be preferable, but this does no harm and works.
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The Gallium EGL state tracker reuses dri2.c but not the GLX code.
Currently there is a bit of code in dri2.c that is incorrectly tied
to GLX: instead, make it call an helper that both GLX and Gallium EGL
implement, like dri2InvalidateBuffers.
This avoids a link error complaining that dri2GetGlxDrawableFromXDrawableId
is undefined.
Note that we might want to move the whole event translation elsewhere,
and probably stop using non-XCB DRI2 altogether, but this seems to be
the minimal fix.
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Now Gallium has the proper fix, thanks to Brian Paul.
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