Age | Commit message (Collapse) | Author |
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Rather than emitting relocations on flush notifications, emit them
in nvfx_state_start.
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Just a dumb buffer, allowed by the RING_3D/fixed subchannel binding and
no support for relocations.
This is *much* faster than state objects.
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Autobinding creates additional pushbuffer usage which may not be
accounted in callers, and is also slow.
The next relocations patch depends on this for correctness.
Assert instead if the objects are not bound, which should happen at
screen creation time.
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RING_3D creates a method start for subchannel 7.
Bind the 3D engine to a fixed subchannel to make it work
This is much faster than the old BEGIN_RING, since we don't need
to waste cycles trying to "autobind" stuff, when a fast static binding
is perfectly good.
Subchannel 7 is chosen because the kernel takes up the lowest ones.
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Currently we miscalculate the space needed to push vertices, causing
flushes where they should not happen.
Use a much more conservative estimate to fix it.
It will be done better in the future (e.g. using the nv50 primitive
splitter).
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This is only compile tested with crossmingw.
V2:
- reference count stw_framebuffer
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CFLAGS needs to be passed, as you already know.
Commit 3e17a5b047124c46ee45dbd1848127c67e0d62f3 broke this by adding a new link
command without CFLAGS.
Signed-off-by: Török Edwin <edwintorok@gmail.com>
Signed-off-by: Dan Nicholson <dbn.lists@gmail.com>
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Otherwise, we read from VRAM...
Yes, again, it should be fixed to tell whether the buffer is in
VRAM or not and behave appropriately.
But this should be in pipebuffer/a generic layer; revisit this later
too.
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Currently we are relocating transfers to VRAM to use the blitter,
which is terrible.
Maybe for ->VRAM the blitter could be better, but we can't be
perfectly sure of that due to relocations.
In other words, just do the simple thing, and defer fine-tuning the
transfer hardware method to a later stage, while making it work
decently now.
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The front buffer is added to support old X servers. Check the version
of the server so that it can be added as needed.
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* The constant buffer emission is separated from RC state variables emission.
* The immediates are emitted with FS code.
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The base.bind member variable was never initialized.
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i915_buffer deferences buf in debug builds. Move declaration and
assignment to inside NULL check of buf.
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This was missed in commit 287c94ea4987033f9c99a2f91c5750c9083504ca,
the gallium-resources branch merge.
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Broken since 146879284c6b844f35afe3a3ef3330726afbe8ac.
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Better than killing an application.
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The new address should go to TIC entries 1, 2 instead of entry 0.
Also, using PIPE_SHADER_* for the program type was wrong, they're
ordered like the tesla method now, sorry for the confusion.
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Avoid including standard library headers and use MALLOC/FREE if
possible.
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Factor all callbacks other than Initialize, Terminate, and GetProcAddress
to egl_g3d_api.c.
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These are our reference software rasterizers. They can build everywhere
and are a precious debugging tool.
Making them always present immensily simplifies the scons logic.
If people want to avoid building it is still possible to pass
direcotries and target names to scons to narrow the build.
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Now that draw depends on llvm it is very difficult to correctly handle
broken llvm installations. Either the user requests LLVM and it needs to
supply a working installation. Or it doesn't, and it gets no LLVM
accelerate pipe drivers.
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Prevents needless recompiles when switching dri=yes to no.
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* Turn some assertions to error messages.
* At most 16 vertex elements can be set, others are ignored.
* Rasterize at most 8 vertex-shader generic outputs, others are ignored.
This includes fog and WPOS.
* Unknown shader semantic names are ignored.
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Cliprects can be disabled, scissors can't. It maps nicely to hardware.
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