Age | Commit message (Collapse) | Author |
|
Also, save/restore viewport and texture state in _mesa_meta_copy_pixels()
|
|
possible
|
|
|
|
|
|
|
|
The previous version of framebuffer blit was a quick hack. The new meta
version works pretty well.
|
|
Implement glClear() in terms of quad rendering, implement glBlitFramebuffer()
in terms of glCopyTexImage2D + textured quad, etc.
There have been several places in the drivers where we've implemented
meta rendering similar to this. This is an effort to do it in a more
portable and more efficient form.
The _mesa_meta_begin/end() functions act like glPush/PopAttrib() but are
lighter-weight. Plus, _mesa_meta_begin() resets GL state back to default
values (texturing off, identity vertex transform, etc) so the meta drawing
functions don't have to worry about it.
For now only _mesa_mesa_blit_framebuffer() and _mesa_meta_clear() are
implemented. glDrawPixels() and glCopyPixels() would be the next candidates.
|
|
|
|
|
|
|
|
This patch can fix /progs/fp/tri-depth, tri-depth2, tri-depthwrite,
tri-depthwrite2 and point-position.
|
|
This reverts commit b8e638d4895d2d342306bb6443a455f73903ce20.
Now that the known hangs and misrendering issues are fixed, I'm ready to
start encouraging it by default again.
|
|
Otherwise, we would address beyond the end of our buffers. Fixes reliable
GPU segfault with texture_tiling=true and oglconform shadow.c.
Bug #22406.
|
|
|
|
|
|
This showed a 1.9% (+/-.3%, n=3) improvement in OA performance with high
geometry settings.
|
|
|
|
I have no idea why this fixes things, but being more efficient sounds good
anyway. Fixes regression in 99d07d0f91ddd37926d08f4e7f10d55cac28d9a7
where most of the lit half of the world was not drawn.
|
|
|
|
This fixes crash in r200 KMS driver when pSAREA was set to 1 randomly because of memory wasn't cleared.
Signed-off-by: Pauli Nieminen <suokkos@gmail.com>
|
|
|
|
|
|
|
|
|
|
Only really got good testing on r500 so far, need to enable in
DDX and play some more.
|
|
this should only really affect DRI2 since we mostly have a surface in DRI1.
I don't think this is perfect yet, but it is a better start than nothing.
|
|
|
|
Got tired of seeing these files in git status all the time
|
|
For some IZ setups, we'd forget to account for the source depth register
being present, so we'd both read the wrong reg, and write output depth to
the wrong reg.
Bug #22603.
|
|
Conflicts:
src/mesa/main/state.c
|
|
|
|
|
|
Fixes piglit glsl-vs-if-bool and progs/glsl/twoside, and will likely be
useful for the looping code.
Bug #18992
|
|
Previously, we'd be branching based on whatever condition code happened to be
laying around.
|
|
|
|
|
|
both for normal and cube textures, this fixes demos/multiarb
(with 6 enabled texture units) and fixes #23142.
|
|
|
|
another case of image never matching miptree in case of compressed textures
|
|
similar to the radeon code.
passes tests/texcompsub
|
|
|
|
|
|
I was getting tired of doing the dance of INTEL_DEBUG=batch, copying it out,
and running intel-gen4disasm on it.
|
|
There's a bunch of stuff from gen4asm and gpu-tools that we probably want
to make into a library instead of cargo-culting it around.
|
|
|
|
Bug #20821
|
|
The comment disagreed with the code, and nicely drew my eyes to what was
going wrong.
Bug #21774 (blender)
Bug #21788 (readpix)
(cherry picked from master, commit fd65418f600874b05f902b622078b40bc1abb24a)
|
|
This fixes jerkiness in doom3 and other apps since the kernel change to
throttle less absurdly, which led to a thundering herd of frames.
Because this is a rather minimal fix, there is at least one downside: If
the whole scene completes in one batchbuffer, we'll end up stalling the GPU.
Thanks to Michel Dänzer for suggesting using glFlush to signal frame end
instead of going to all the effort of adding a new DRI2 extension.
(cherry picked from master, commit 0828579a658af01a64b5e699175dc9bbbedcd685)
|
|
This avoids sending a bad buffer address to the GPU due to programmer error,
and is permitted by the ARB_vbo spec. Note that we still have the opportunity
to dereference past the end of the GPU, because we aren't clipping to a
correct _MaxElement, but that appears to be harder than it should be. This
gets us the 90% solution.
Bug #19911.
|
|
See comment on Vertex URB Entry Read Length for VS_STATE.
This, combined with the previous three commits, fixes #22945.
|