Age | Commit message (Collapse) | Author |
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But bin lazily only into bins which are receiving geometry.
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On evergreen, interpolation has moved into the fragment shader,
with the interpolation parmaters being passed via GPRs and LDS entries.
This works out the number of interps required and reserves GPR/LDS
storage for them, it also correctly routes face/position values which
aren't interpolated from the vertex shader.
Also if we noticed nothing is to be interpolated we always setup perspective
interpolation for one value otherwise the GPU appears to lockup.
This fixes about 15 piglit tests on evergreen.
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Disabling address printing is helpful for diffing.
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This was being classed as unsupported in one place but used in others.
Enabling it seems to work fine.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Tested with demos/pixeltest - line rasterization doesn't seem to be
set up for GL conventions yet, but at least width is respected now.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Would try to destroy radeon->cman, radeon->kman both which were still
NULL.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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i915g would dereference the NULL pointer.
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Drop the use of SET_CONFIG_ATTRIB. Fix the value of EGL_SAMPLE_BUFFERS
along the way.
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TGSI tells us when to use this, its not hooked up from GLSL to MESA to TGSI yet though.
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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Together with the previous commit, this generalize the benefits of
d2cf757f44f4ee5554243f3279483a25886d9927 to all depth formats, in
particular:
- simpler float -> 24unorm conversion
- avoid unsigned comparisons (not directly supported on SSE) by aligning
to the least significant bit
- avoid unecessary/repeated mask ANDing
Verified with trivial/tri-z that the exact same assembly is produced for
X8Z24.
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The bug only happens on the AOS / fixed-pt path.
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Z32_FLOAT uses <4 x float> as intermediate/destination type,
instead of <4 x i32>.
The necessary bitcasts got removed with commit
5b7eb868fde98388d80601d8dea39e679828f42f
Also use depth/stencil type and build contexts consistently, and
make the depth pointer argument a ordinary <i8 *>, to catch this
sort of issues in the future (and also to pave way for Z16 and
Z32_FLOAT_S8_X24 support).
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__GLcontextModes is always only used as an implementation internal struct
at this point and we shouldn't install glcore.h anymore. Anything that
needs __GLcontextModes should just include the struct in its headers files
directly.
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This is relying on lp_build_pack2 using the sse2 pack intrinsics which
handle clamping.
(Alternatively could have make it use lp_build_packs2 but it might
not even produce more efficient code than not using the fastpath
in the first place.)
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Signed-off-by: Dave Airlie <airlied@redhat.com>
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at the moment depth copies are failing (piglit depth-level-clamp)
so use the fallback for now until get some time to investigate.
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this changes size on 32/64 bit so is definitely no what you want to use here.
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fixes segfaults
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this mirror changes in r300g, bpt is kinda useless when it comes to some
of the non-simple texture formats.
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just a cleanup step towards tiling
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completely removed them.
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this thing will be in the cache a lot, so having massive big struct
arrays inside it won't be helping anyone.
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also fixup framebuffer state copies to avoid bad state.
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gallium calls them scissors, but r600 hw like r300 is better off using
cliprects to implement them as we can turn them on/off a lot easier.
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There's no apparent reason for the former to exist. And they didn't
even have the same value.
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There seems to be no reason for it, so do same math for both
(except the scale mul, of course).
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