Age | Commit message (Collapse) | Author |
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compile-time-warnings on x86-64. Not tested on x86-64 yet, but a good
thing in general, so I'm giving up waiting for feedback. See also
https://bugs.freedesktop.org/show_bug.cgi?id=2924.
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the use of hardware texture format I8 as it produces garbage at least on
ProSavageDDR.
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set. Otherwise the 3D engine may still be using a texture that is
being overwritten. In order to minimize the cost of waiting, timestamp
textures only when needed: when a texture image changes, when a
different texture is bound to a texture unit or when a texture unit is
disabled. (Used to be after flushing every command buffer.)
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not part of the DDX->DRI interface and should never have been in this
file in the first place.
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kept around for reference. Now that command DMA is implemented in the
DRM module they are no longer needed.
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- Flush before using a new texture or before disabling a texture unit,
because savageFlushCmdBuf can only update the timestamp of the last
used texture. This fixes corruption in quake2 with single-textured
lighting.
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if it didn't change. This seems to flush texture cashes. Fixes
multi-textured lighting in quake2.
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ahead of the CPU for more parallelism of CPU and GPU. Unfortunately
there seems to be some broken hardware (like my ProSavageDDR) on which
status register updates are delayed sometimes. This leads to very
jerky animation if the hardware can buffer more than the current
frame. A new option "sync_frames" can be used as a remedy on such
broken hardware.
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new DRM version 2.4 and command DMA.
- Flush less.
- Bumped the driver date.
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changed. Other drivers don't need to do this because they're swapping
modified textures out of texture memory, which implies a timestamp
update.
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heap aging, similar to the way it's done in the i810 and i855 drivers.
This avoids idling the engine on every texture upload.
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Add missing per-primitive fallback for polygon stipple.
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Another small tweak to subtile upload (mostly cosmetic).
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vertically incomplete tiles, but only if the color depth is
32bpp. Nobody said this was supposed to be logical!
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- Flush buffered primitives before changing scissors.
- Require Savage DRM version 2.1.0, so that the broken single-cliprect
code can finally rest in peace.
- Removed some more dead code.
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will be used. Implemented this option in the Savage driver. On my
ProSavageDDR uploads to AGP memory are about 1.5 times as fast as
uploads to card memory. On non-IGP hardware the difference may be even
bigger. Now mplayer -gl is getting really usable.
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about a factor 1.3.
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* When glTexSubImageND is used, track the set of changed tiles in a
bit vector and upload only dirty tiles later. This should improve
the performance of dynamic light maps and gl movie player plugins.
* Renamed debug item "lru" to "tex". Indicate which levels are
uploaded completely or partially.
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buffered visuals. Also don't change span draw/read buffers in
savageDDDrawBuffer. Now glean's polygon offset test works (and PASSes
with fixed point depth buffer) with single buffered visuals without
winding up in an infinite loop.
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range used by the savage driver by negating ctx->MRD broke polygon
offsets with software fallbacks. This one adds a REVERSE_DEPTH parameter
to t_dd_tritmp.h (defaults to 0) that allows reversing polygon offsets
for hardware rendering but not for software fallbacks. For software
fallbacks depth values are reversed after polygon offsets have been
applied by the depth span functions.
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* Remove some unused (mostly empty) functions
* Added context parameter to WAIT_IDLE_EMPTY[_LOCKED] for consistency
* Added debug messages to WAIT_IDLE_EMPTY[_LOCKED]
* Don't flush empty command buffers
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* Fixed disabling of the render stage
* Added debug output for per-primitive fallbacks
* Bumped driver date
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Savage DRM version 2.2.0. Otherwise the render stage is disabled.
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vertex buffer. ELTS are not supported yet (missing functionality in
the DRM). You need at least Savage DRM version 2.1.3, which fixes a
bug that screwed up triangle fans and strips.
Moved the texture normalization stage to savagerender.c.
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the DRM would reclaim DMA buffers, but if one process creates and
destroys many contexts it can still run out of DMA buffers.
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to support PCI Savages on the Mesa side. Bumped driver date.
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stars in glplanet.
* Refactored vertex format choosing code. Improved the Savage4 version
to choose a format suitable for DMA (size = 32bytes) whenever
possible.
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Fixed: Use savageEmitChangedRegs instead of savageEmitContiguousRegs for
emitting Savage4.
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functions if ANY_RASTER_FLAGS|ANY_FALLBACK_FLAGS were set.
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* Only set scissor regs directly if drmMinor < 1
* Don't set texaddr to 0 when a texture unit is disabled. That would trigger
the tightened texture state check in the DRM if the texaddr and texdesc
registers were not emitted atomically.
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hardware. By also reversing the depth range this can compensate the loss
of accuracy of far objects caused by the projective transformation.
Software fallbacks work but are slightly slower since floats in a custom
(non IEEE) format have to be encoded and decoded. I havn't done anything
about polygon offsets yet. There doesn't seem to be an easy way do get
it right except making the offset unit as big as the lowest resolution
of depth values. For now float depth is disabled by default but can be
enabled through driconf (though I have seen only positive effects so
far).
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in every single span function. Instead flush and wait in the
SpanRenderStart hook and in wrappers around _swrast_Copy/Draw/ReadPixels.
Misc. cleanups in savagespan.c while I'm there.
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driver. It uses the new DRM version 2.0.x now, which has just been
committed to DRM CVS.
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needed if a second texture unit is enabled.
- Also worked around an application bug in Chromium B.S.U.: it sends 3D
texture coordinates while only a 2D texture is enabled. This used to
trigger a PTEX fallback. Now the 3rd coordinate is just ignored.
- Fixed the _savage_texnorm_stage to never normalize homogenous texture
coordinates.
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SAVAGE_DEBUG. Added fallback debugs. Added no_rast option to disable
hardware rasterization (everything as software fallback).
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workaround for bad Savage hardware interpolation of big texture
coordinates.
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