Age | Commit message (Collapse) | Author |
|
We need this for the CS bounds checking.
|
|
Only very few places where realy converted so there isa lot of to do.
|
|
Scissors are jsut one of states that we have to emit so it should be in state list
|
|
|
|
This allows us to return the unused portion of the dma buffer
to the allocator instead of wasting nearly 16k a pop.
Cherry picked and ported to new code by Pauli.
|
|
This stuff was a vestige of the r600 bring up and
now mostly serves to periodically break the build.
|
|
|
|
|
|
This moves a big chunk of the space checking code into libdrm so
it can be shared by the DDX.
|
|
This reverts commit 0952645fe04a27968565ea4d913500c23b1b11e3.
Need to revisit where this is going wrong
|
|
This allows us to return the unused portion of the dma buffer
to the allocator instead of wasting nearly 16k a pop.
|
|
In DRI1 kernel emit scissor but in dri2 cs path we have to
explicitly program them.
|
|
|
|
|
|
|
|
|
|
Context destruction was nearly the same over all the drivers,
so collapse it down.
|
|
|
|
|
|
|
|
|
|
|
|
This merges lots of the hw state atom emission and firevertices code.
it also removes a lot of the extra radeon crap from r300
and merge scissor
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Makefile.template
|
|
|
|
nearly the same as outlined in bug #4707, except it disables perspective correction for point sprites to make them actually work. And, separate the state atom into two as the tcl parameters would overwrite vertex program parameters when active. Also implement the GL_VERTEX_PROGRAM_POINT_SIZE_ARB option to make vertex programs outputting a point size work correctly (untested). Smooth points will still always be size 1. While here, enable gouraud shading for fog when using fog coord.
|
|
generic attribs cause a fallback, but otherwise it seems to work quite well. Passes all glean vertProg1 tests with the exception of the degnerated LIT case (which is a hw limitation), as well as runs the r200 render path of doom3/quake4 (1.1 patch needed for quake4). The code is heavily borrowed from the r300 driver as vertex programs encoding is almost identical. arb_vertex_program is not yet announced by default and still needs to be enabled via driconf.
|
|
request at least drmMinor 6 anyway.
|
|
point sprite primitive.
|
|
code is in the new file r200_fragshader.c. Reverse engeneered by Dave Airlie and me
|
|
|
|
|
|
|
|
happen before any state had been set, causing a hang later on. Fix this by
calling r200Flush instead of FIREVERTICES (which checks if any state has been
emitted but not flushed, before calling Flush) in r200Clear. While here, add
some more debugging info which was useful, and remove an unnecessary
save/restore in BackUpAndEmit.
|
|
state in a ready-to-emit cmdbuf, which avoids the issue Nicolai Haehnle reported
where the check() could return differently during backup-and-emit than it should
have if it were called at the right time. Move the lit emission before most of
the TCL state emission on r200, which fixes neverball issues.
Tested with: r100/r200 with neverball, tuxracer, chromium, quake3, ipers
|
|
|
|
|
|
after we check the buffer
|
|
a new cmdbuf, to ensure that state wasn't lost across UNLOCK/LOCK pairs (in the
case of context switching). This was rather inefficient. Instead, after
flushing a cmdbuf, mark the state as needing to be saved on UNLOCK. Then, at
the beginning of flushing a cmdbuf, if we actually have lost the context, go
back and emit a new cmdbuf with the full set of state, before continuing with
the cmdbuf flush. Also, remove the dirty/clean atom lists, since atoms are
emitted in a fixed order these days, and go with a simpler single list.
Provides a 14% improvement in ipers performance in my tests, along with other
apps.
|
|
errors on r100 and rendering errors and hangs on r200 (same for R100 without
OLD_PACKETS).
If a command buffer filled after some state (EmitState or a VBPNTR write) was
emitted, the lock was grabbed, the buffer flushed, a new buffer prepared, and
the lock dropped. Another client could come in, set its own state as part of
rendering, and when the first client flushed the rendering commands depending
on the previous state, it got the 2nd client's state. This is fixed by checking
for enough space before beginning a set of state emits and rendering, and
flushing the buffer first if so. This guarantees that the buffer won't wrap.
Also, move the "lost_context = 1" from the end of cmdbuf flushing to
UNLOCK_HARDWARE for clarity (at a minimum) that any time the lock is dropped,
state may get overwritten. We don't have enough information at the point of the
LOCK_HARDWARE to reset our state to the last UNLOCK_HARDWARE point in the case
that we did lose our context, but saving the information to rebuild that state
may be a useful optimization (ipers data suggests up to 5%).
|
|
MaxTextureUnits (Andreas Stenglein, Ronny Vindenes)
|