Age | Commit message (Collapse) | Author |
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Quad clears should be a little more efficient now.
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This avoids the Mesa->TGSI translation step.
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(blit, gen-mipmaps, quad-clear, etc)
Also, additional cso_set_*() functions for viewport, framebuffer, blend color,
etc. state.
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st_draw_vertices()
When pass-through mode is fully supported we'll clean this up more.
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Set TEST_DRAW_PASSTHROUGH=1, run progs/trivial/clear-scissor
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clear value
... as we do for the Z and Z+stencil cases
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Use the code in cso_context.c rather than st_cache.c.
Basically, binding of state objects now goes through the CSO module.
But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're
not cached by the CSO module at this time.
Also, update softpipe driver to handle NULL state objects in various places.
This happens during context destruction. May need to update other drivers...
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system of vertices
Also, export st_make_passthrough_vertex_shader() from st_cb_drawpixels.c
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This was part of Keith's patch from Friday.
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The CSO returned by pipe->create_vs_state() can't be passed to the
private draw module. That was causing glRasterPos to blow up.
Add a 'draw_shader' field to st_vertex_program for use with the private
draw module.
Change st_context->state.vs type from cso_vertex_shader to st_vertex_program.
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This makes debugging a _lot_ easier.
In gdb, "print format" used to display 613570600, now you see PIPE_FORMAT_A8R8G8B8_UNORM.
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depth_value(). Special-case it.
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for each fragment program.
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proper linking.
Previously, programs were translated independently during validation.
The problem is the translation to TGSI format, which packs shader
input/outputs into continuous slots, depends on which vertex program is
being paired with which fragment shader. Now, we look at the outputs
of the vertex program in conjunction with the inputs of the fragment shader
to be sure the attributes match up correctly.
The new 'linked_program_pair' class keeps track of the associations
between vertex and fragment shaders. It's also the place where the TGSI
tokens are kept since they're no longer per-program state but per-linkage.
Still a few loose ends, like implementing some kind of hash/lookup table
for linked_program_pairs.
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Remove/disable the attrib/slot mapping arrays in a few places.
Work in progress...
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Allow driver custom allocation within cached objects. The shaders
are currently twiced (by cso layer and by the program itself).
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TGSI_ATTRIB_x tokens still present and used in a few places.
Expanded set of TGSI_SEMANTIC_x tokens for describing the meaning
of inputs/outputs. These tokens are in a crude state ATM.
Lots of #if 0 / disabled code to be removed yet, etc...
Softpipe and i915 drivers should be in working condition but not heavily tested.
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Basically make cso hold the driver specific struct, while
managing the template.
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Drivers can now create whatever they want from the state template. We
use cso_state object to store the template (necessary during lookups),
and the driver data. Convert blend state to the new semantics.
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Create/Delete calls should be split since in create we'll be
compiling them so we want to know which one it is (vertex/fragment).
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This is a step toward removing TGSI_ATTRIB_ tokens.
Basically, when translating Mesa programs to TGSI programs, pass in input and
output register re-maps, plus interpolation info.
There's some known breakage (cubemap.c) so more to be done...
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state
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Converting depth and stencil objects into a single state object
(d3d10 like) and making it immutable.
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Replacing mesa's main hash with one that handles collisions, moving state_tracker
related caching to the state tracker to keep cso cache independent of it. Cleanups.
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We want our state objects to be immutable, handled via the
create/bind/delete calls instead of struct propagation.
Only implementing the blend state to see how it would look like
and work.
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Replace VF_ATTRIB_x with TGSI_ATTRIB_x
When converting mesa programs to TGSI programs, also convert the InputsRead
and OutputsWritten to a mask of TGSI_ATTRIB_ bits.
Still need to do conversion for vertex programs...
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They're now totally independent of the actual shaders.
Also, implemented in terms of pipe_buffer_handles/objects.
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