Age | Commit message (Collapse) | Author |
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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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This may just be hiding some other bug though, since the types are supposed
to be the same (and it compiles for me).
Anyway, this interface will likely need to changed, since it seems Wine needs
a more powerful one capable of expressing window subregions and called at
every Present.
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nothing was every dirtying the object again, the mesa-demos
reflect test was just stalling.
this fixes glean readPixSanity.
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need to write two components to get stencil components as well
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add cb/db flush states to the blit code.
add support for the rv6xx that need special treatment.
according to R6xx_7xx_3D.pdf
set r700 CB_SHADER_CONTROL reg in blit code
docs say dual export should be disabled for DB->CB
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Part of the fix for running softpipe w/ LLVM-enabled draw module.
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The old code didn't really make sense. We only need to compare the
X channel of the texture (depth) against the texcoord.
For (bi)linear sampling we should move the calls to this function
and compute the final result as (s1+s2+s3+s4) * 0.25. Someday.
This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
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Some versions of dot apparently lack pdf output.
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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GCC 4.5 is fine without them, but GCC 4.4 requires them.
Should fully fix the build on GCC 4.4
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There was some libstdc++-specific code that would only build with GCC 4.5
Now it should be much more compatible, at the price of reimplementing
the generic hash function.
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Recent Wine versions provide a d3d11shader.h, which is however empty
and was getting used instead of our non-empty one.
Correct the include path order to fix this.
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NOTE: untested, needs a testing tool!
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Calculate interpolants before rearranging the vertices.
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This is a new implementation of the Direct3D 11 COM API for Gallium.
Direct3D 10 and 10.1 implementations are also provided, which are
automatically generated with s/D3D11/D3D10/g plus a bunch of #ifs.
While this is an initial version, most of the code is there (limited
to what Gallium can express), and tri, gears and texturing demos
are working.
The primary goal is to realize Gallium's promise of multiple API
support, and provide an API that can be easily implemented with just
a very thin wrapper over Gallium, instead of the enormous amount of
complex code needed for OpenGL.
The secondary goal is to run Windows Direct3D 10/11 games on Linux
using Wine.
Wine dlls are currently not provided, but adding them should be
quite easy.
Fglrx and nvidia drivers can also be supported by writing a Gallium
driver that talks to them using OpenGL, which is a relatively easy
task.
Thanks to the great design of Direct3D 10/11 and closeness to Gallium,
this approach should not result in detectable overhead, and is the
most maintainable way to do it, providing a path to switch to the
open Gallium drivers once they are on par with the proprietary ones.
Currently Wine has a very limited Direct3D 10 implementation, and
completely lacks a Direct3D 11 implementation.
Note that Direct3D 10/11 are completely different from Direct3D 9
and earlier, and thus warrant a fully separate implementation.
The third goal is to provide a superior alternative to OpenGL for
graphics programming on non-Windows systems, particularly Linux
and other free and open systems.
Thanks to a very clean and well-though design done from scratch,
the Direct3D 10/11 APIs are vastly better than OpenGL and can be
supported with orders of magnitude less code and development time,
as you can see by comparing the lines of code of this commit and
those in the existing Mesa OpenGL implementation.
This would have been true for the Longs Peak proposal as well, but
unfortunately it was abandoned by Khronos, leaving the OpenGL
ecosystem without a graphics API with a modern design.
A binding of Direct3D 10/11 to EGL would solve this issue in the
most economical way possible, and this would be great to provide
in Mesa, since DXGI, the API used to bind Direct3D 10/11 to Windows,
is a bit suboptimal, especially on non-Windows platforms.
Finally, a mature Direct3D 10/11 implementation is intrinsically going
to be faster and more reliable than an OpenGL implementation, thanks
to the dramatically smaller API and the segregation of all nontrivial
work to object creation that the application must perform ahead of
time.
Currently, this commit contains:
- Independently created headers for Direct3D 10, 10.1, 11 and DXGI 1.1,
partially based on the existing Wine headers for D3D10 and DXGI 1.0
- A parser for Direct3D 10/11 DXBC and TokenizedProgramFormat (TPF)
- A shader translator from TokenizedProgramFormat to TGSI
- Implementation of the Direct3D 11 core interfaces
- Automatically generated implementation of Direct3D 10 and 10.1
- Implementation of DXGI using the "native" framework of the EGL st
- Demos, usable either on Windows or on this implementation
- d3d11tri, a clone of tri
- d3d11tex, a (multi)texturing demo
- d3d11gears, an improved version of glxgears
- d3d11spikysphere, a D3D11 tessellation demo (currently Windows-only)
- A downloader for the Microsoft HLSL compiler, needed to recompile
the shaders (compiled shader bytecode is also included)
To compile this, configure at least with these options:
--with-state-trackers=egl,d3d1x --with-egl-platforms=x11
plus some gallium drivers (such as softpipe with --enable-gallium-swrast)
The Wine headers (usually from a wine-dev or wine-devel package) must
be installed.
Only x86-32 has been tested.
You may need to run "make" in the subdirectories of src/gallium/winsys/sw
and you may need to manually run "sudo make install" in
src/gallium/targets/egl
To test it, run the demos in the "progs" directory.
Windows binaries are included to find out how demos should work, and to
test Wine integration when it will be done.
Enjoy, and let me know if you manage to compile and run this, or
which issues you are facing if not.
Using softpipe is recommended for now, and your mileage with hardware
drivers may vary.
However, getting this to work on hardware drivers is also obviously very
important.
Note that currently llvmpipe is buggy and causes all 3 gears to be
drawn with the same color.
Use export GALLIUM_DRIVER=softpipe to avoid this.
Thanks to all the Gallium contributors and especially the VMware
team, whose work made it possible to implement Direct3D 10/11 much
more easily than it would have been otherwise.
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Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
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texture border regs are indexed on evergreen.
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eg seems to have a higher pitch aligmment requirement and uses r700 cube setup
this fixes a couple of piglit tests here.
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Jerome please use git diff and git show before pushing.
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running piglit's texrect-many caused the vtx to overflow.
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Thanks to José for the more complete list of supported opcodes.
NOTE: This is a candidate for the 7.9 branch.
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