Age | Commit message (Collapse) | Author |
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Radeon generic scissors code had problem that some of code was using exclusive
and some inclusive bottom right corner. Only r600 driver is using exclusive
coordinate so changed generic code to pass inclusive coordinate and r600 driver
changes BR coordinate to be exclusive.
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- max texture size is 8k, but mesa doesn't support
that at the moment.
- attempt to set shader limits to what the hw actually
supports
- clean up some old r300 cruft
- no need to explicitly disable irqs. This is fixed
in the drm now.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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1D tile span support for depth/stencil/color/textures
Z and stencil buffers are always tiled, so this fixes
sw access to Z and stencil buffers. color and textures
are currently linear, but this adds span support when we
implement 1D tiling.
This fixes the text in progs/demos/engine and progs/tests/z*
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92033a9516942d7272ce4bf36ecd422009bbaf60 and 822c7964819ca1fcc270880d4ca8b3de8a4276d0
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- max texture size is 8k, but mesa doesn't support
that at the moment.
- attempt to set shader limits to what the hw actually
supports
- clean up some old r300 cruft
- no need to explicitly disable irqs. This is fixed
in the drm now.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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92033a9516942d7272ce4bf36ecd422009bbaf60 and 822c7964819ca1fcc270880d4ca8b3de8a4276d0
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This reverts commit 651cffd626a82d9bf539437ca4bdf8ea4b396fab.
The commit inadvertantly introduced a new gallium dependency on the meta code.
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This should help detecting possible memory leaks with dma buffers and prevent
possible visual corruption if data would be overwriten too early.
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Do-while makes macro safe to be used with if and for constructions.
Also remove __LINE__ macro from variable name because scope is local to macro anyway.
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Copy'n'paste apparently prevented the RADEON_VERTS flag from being enabled.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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I inherited this and really it stayed around far too long,
make it nice and simple.
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This is more logical, and fixes a TFP issue.
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Per the suggestion in the Intel driver, move the calls to
ctx->Driver.GenerateMipmap() into core Mesa so that drivers don't
have to worry about it.
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1D tile span support for depth/stencil/color/textures
Z and stencil buffers are always tiled, so this fixes
sw access to Z and stencil buffers. color and textures
are currently linear, but this adds span support when we
implement 1D tiling.
This fixes the text in progs/demos/engine and progs/tests/z*
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dma_bo varaible is only used for iterating so allocating memory for it only
causes memory leaks.
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Variadic functions can't be inlined which makes debugging to have quite large
function overead. Only aleternative method is to use variadic macros which are
inlined so compiler can optimize debugging to minimize overhead.
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Return GL_FALSE if we failed to allocate the buffer. Then raise
GL_OUT_OF_MEMORY in core Mesa.
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We need to figure out if the compression format changes.
without this texcmp segfaults if you change format
enough times.
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more critical.
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There really need to use state emits under kms, otherwise
we end up with some dwords in the command buffer before we've
ever emitted any useful state.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Indetion can be used to make it easier to read debug code when sections of debug output are indented.
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Verbose is a lot better for developement but we should considre changing it to normal in stable branch.
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Converted r100 to use shared debug code with sed and fast compile check. New
code has compability layer so old debugging code doesn't have to be changed
all immidiatly.
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These function are aiming to make it very simple to add and keep large amount
of debugging code without having runtime impact in relase builds. Basic idea
is to expose simple printf style debugging functions that are inlined.
Level parameter will be evalueted in compile time so compiler can optimise
some of debugging functions out if compile time request for debug level is too
tight.
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