Age | Commit message (Collapse) | Author |
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The fragment program native limits are actually higher on R4xx
as reported by Alex Deucher, but using those requires some
bit-twiddling changes to program handling.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Swtcl calls flush everytime primitive changes so prediction has to made again
after flushing.
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For non-FBOs we need to invert, for FBOs the scissors are non-inverted.
no matter what we need to clamp them to the buffer sizes.
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Increase the number of native program parameters to the same values
exposed by GLSL.
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Several changes are made to program parameter limits. Several of the
non-NATIVE limits are set higher. All of the NATIVE limits are set to
zero in the core Mesa code. Each driver must set the actual value in
its context creation routine. If the NATIVE value remains zero, this
indicates that hardware shaders may not be supported.
Each of the preceeding changes matches the bahavior of Apple's shader
assembler, so it seems safe.
Finally, we limit the value of MaxEnvParams to be no greater than
MaxNativeAttribs. At least one case has been found where an
application does the wrong thing if MaxNativeAttribs < MaxEnvParams.
See also bugzilla #23490.
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Only use the macro variant of MAD when absolutely necessary.
Apparently it cannot deal with relative addressing.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Find used temporaries even if they are only written to in dead code.
This fixes a bug in the NQSSADCE stage.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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We were check command buffer sizes too alte so allocated dma regions
were freed before relocations so space checking failed.
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The instructions we're translating already went through the brw_wm_pass_fp()
function which does the sampler->texture unit mapping. We were applying
the sample->unit mapping a second time in the GLSL texture emitters.
Often, this made no difference but other times it could lead to accessing
an invalid texture and could cause a GPU lockup.
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Remove redunant type check for samplers (assert instead).
Move some local vars. Update comments.
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Check that all the textures needed by the current fragment program
actually exist and are valid.
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We'll use this for debug/sanity checking.
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Need to add the 'offset' parameter when indexing the parameter array.
Before, if we were setting arrays of samplers, we were actually only
setting the 0th sampler's value.
Because of how progs/glsl/samplers.c is constructed, this wasn't showing
up as a failure in the samplers_array output.
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fixes crash in etracer reported by kdekorte on IRC
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this is an untested port of the r100 OQ code
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This adds OQ support for the r100 chipsets, it requires
KMS unless someone wants to make a kernel patch to add support
for OQ regs.
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Shader validation should fail if there are two samplers of different types
which reference the same texture unit. For example, if a cubemap sampler
and a 2D sampler both reference texture unit 0, that's invalid.
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Scissors are jsut one of states that we have to emit so it should be in state list
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Scissor are emited for every primitive so fix that in prediction.
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Core Mesa and the state tracker do not depend on any gallium drivers.
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This reverts commit 17090cf3efb0db8fa01b502a9c0df27cbd1a67da.
We're reverting this because it causes ABI breakage with the X server.
Maybe re-attempt with another patch.
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glXMakeCurrent"
This commit was not mean to end in to master yet. It is still queston if this
right design to fix the problem.
This reverts commit 45e3be3c07f543f3f2869ba7750ba4695cd25122.
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