Age | Commit message (Collapse) | Author |
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Bug #20821
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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)
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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)
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(cherry picked from master, commit a9ba1bfeb3a2852c6eda718e73c46c972a286648)
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(cherry picked from master, commit 40990d9dfb20b69585859b2a45596aa46c20140a)
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Funny thing is I annotated this dependency in
e5f63c403b767f9974e8eb5d412c012b8a69287f, but didn't actually use it.
(cherry picked from master, commit 03187571b63d97e3d1406d329c5e760e16ef3181)
Conflicts:
src/mesa/main/state.c
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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.
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See comment on Vertex URB Entry Read Length for VS_STATE.
This, combined with the previous three commits, fixes #22945.
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This fix is just from code and docs inspection, but it may fix hangs on
some applications.
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It appears that sometimes Mesa (and I suppose a VS could as well) emits
a program which references no vertex data, and thus we end up with
nr_enabled == 0 even though some VBs are enabled. We'd end up emitting
VB/VE packet headers of 0xffffffff in that case, leading to GPU hangs.
Bug #22945 (wine with an uncompiled VS)
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The code duplication bothered me.
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somehow, this change was missed on the last checkin
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- Added specifications for the extensions GL_APPLE_flush_buffer_range and
GL_APPLE_texture_range
- EXT_framebuffer_object.xml strangely held specifications for both
the GL_EXT_framebuffer_object extension and the GL_EXT_texture_array
extension. Split out the GL_EXT_texture_array data into its own
file.
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- fix not respecting required hardware stride with compressedTexImage -
this fixes #22615.
- make sure correct stride is used in various places
- fix stored miptree never matching with a TexImage call with compressed
texture
- don't always store data with compressedtexsubimage at offset 0,
and actually use the supplied pixel data... (untested)
- make sure rows for compressed texture handling are rounded up not down
Note that trying to access stored compressed textures in hardware miptrees
from core mesa (get_compressed_teximage, swrast fallbacks) can't work correctly,
since RowStride isn't really set to anything useful, plus some places (at least
get_compressed_teximage) assume this data has native stride and no padding.
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(corresponding fix to the intel driver one)
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The comment disagreed with the code, and nicely drew my eyes to what was
going wrong.
Bug #21774 (blender)
Bug #21788 (readpix)
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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.
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Funny thing is I annotated this dependency in
e5f63c403b767f9974e8eb5d412c012b8a69287f, but didn't actually use it.
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IsBound tells if a context or surface is current. What it does not tell
is, to which thread a context is current, or to which context a surface
is current. This commit replaces IsBound by a pointer to the binding
thread or context.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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We need to properly set up a fake bo for the texture override,
so add a new function to radeon_bo_legacy.c. This could probably
be used on radeon/r200/r300 to unify the bo handling for
texture override.
compiz now works :)
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- move shader-related state with the rest of the shader setup/emit
- start to track dirty state better
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fixes bug 23087
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Emit shader consts with the shader program itself
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The regression was introduced by 9a1c336253579d8b58b31910325227b22b4af395
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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It might be better to add an instruction to normalize the
coordinates for rectanglular textures as there are some limitations
to wrap modes on unnormalized tex coords.
fixes texrect
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R300 hardware (but _not_ R500) hardware requires an enabled texture unit
if KIL is used in fragment programs. We now work around the CS checker
correctly when enabling such a fake texture unit.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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We used to not always correctly re-emit the Z buffer size in all cases,
in particular the clear path, and invalidated state was not always picked
up correctly.
This fixes a bug where the kernel CS checker correctly complains about
a Z buffer that is too small.
Note that this bug was probably only visible with ridiculously high
framerates, i.e. glxgears.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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supported
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This almost fixes compressed mipmapped textures on r200, though some small
mip levels are still broken.
Leave r300 compressed texture stride as is though afaik it's different
to pre-radeon-rewrite too. Also do the fixup for rs600 uncompressed row stride
at same place.
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Reported to fix corruption while dragging an active window by John Bridgman.
Signed-off-by: Pauli Nieminen <suokkos@gmail.com>
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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re-use the same reloc index for bos that are referenced
multiple times.
Fixes rain demo.
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this is a step in migrating to the common cs code
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full state is roughly 4000 dwords, but will vary depending
on the rendering.
Also fix some warnings.
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