Age | Commit message (Collapse) | Author |
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These LOD bias updates are covered by the texture state uploads in
*_texstate.c now.
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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For some reason, MOV instructions using immediate src values don't seem
to work reliably on the GLSL path. Disable them for now (falling back to
const buffer reads). This fixes a bunch of glean glsl1 failures.
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A scatter-read should be possible, but we're just using two READs for
the time being.
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Calls to release_tmps() were causing the temps holding constants to get
recycled.
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need to round up height for _mesa_copy_rect otherwise
textures with height smaller than 4 won't get copied to the miptree at all
Also fix up the confusing debug output (don't output unitialized values,
and output if data is present and the compressed flag)
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Avoids repeated mapping of the VBO buffer on display list replay. We
need access to the final vertex in order to update the GL current attrib
values.
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Decompress a texture by rendering a textured quad.
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Also implement context member functions to optimize away those
flushes whenever possible.
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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This is nice when paired with INTEL_DEBUG=batch for debugging what's going
out to the hardware.
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This fixes a regression in fbotest1 on 915, where a transition from
color+vertex array enabled to texcoord0+vertex array enabled wouldn't trigger
program update on the second _mesa_update_state of DrawArrays, and we'd sample
a constant texcoord of 0,0,0,1 instead of the array.
The double state update in DrawArrays from
1680ef869625dc1fe9cf481b180382a34e0738e7 still needs fixing.
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Triggered in test-fbo from clutter since
37fb2d9b23eab5dbbb43a212c3475cb8016837d8.
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The code in prog_print.c can be used instead.
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This mostly came down to finding the right MRF incantation in the
brw_dp_READ_4_vs() function.
Note: this feature is still disabled (but getting close to done).
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The i386 symbol is defined on WINDDK.
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It is possible for ctx->DrawBuffer to be NULL, so don't fault when
that happens. This change is not being committed to master because it
doesn't appear to be necessary there.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cherry picked from mesa_7_4_branch, commit 49e0c74ddd91900fc4effb6d305d56e0563b456d
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Hook up a constant buffer, binding table, etc for the VS unit.
This will allow using large constant buffers with vertex shaders.
The new code is disabled at this time (use_const_buffer=FALSE).
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We don't update drawables anymore unless they are completely
uninitialized, so we need to swap even if we don't have
cliprects yet, otherwise we never end up calling the driver's
SwapBuffers(). The driver should update the drawable in its
SwapBuffers() anyway.
See 8e753d04045a82062ac34d3b2622eb9dba8af374,
"dri glx: Fix dri_util::driBindContext" for the change that
exposed it.
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Fixes segfaults when rendering to front buffer.
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The format field encodes compressed vs. uncompressed already. We can easily
check if a texture is compressed with pf_is_compressed(texture->format).
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Plus, begin the new code for vertex shader const buffers.
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Used to map drawables, textures and constant buffers to surface binding
table indexes.
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Handle the loader returning a fake front-buffer. Since the driver
never specifically requests a fake front-buffer, the driver assumes
that it will never receive both a fake and a real front-buffer.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@redhat.com>
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Track two flags: whether or not front-buffer rendering is currently
enabled and whether or not front-buffer rendering has been enabled
since the last glFlush. If the second flag is set, the front-buffer
is flushed via a loader call back. If the first flag is cleared, the
second flag is cleared at this time.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@redhat.com>
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The format indicates compressed vs. uncompressed.
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We can determine if the texture is compressed by checking the format.
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