Age | Commit message (Collapse) | Author |
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It's unnecessary. The kernel gem ignores it totally and we can't
run on the old userspace fake bo manager due to lack of dri2.
Also drop the redundant name string from the sw winsys as suggested
by Jakob Bornecrantz
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
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By not doing so, the uniform contents of
glsl-uniform-non-uniform-array-compare.shader_test was getting thrown
out since nobody was recorded as dereferencing the array.
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This follows the changes done for the FS alongside the EU emit code.
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While the actual IF instructions were fixed by Zhenyu, we were still
flattening them to conditional moves.
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At this point, piglit tests for fragment shader loops are working.
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There are now two targets: the hop-to-end-of-block target, and the
target for where to resume execution for active channels.
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There's no more DO since there's no more mask stack, and WHILE has
been shuffled like IF was.
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r3xx cannot swizzle compressed textures. r4xx+ is unaffected.
NOTE: This is a candidate for the 7.9 branch.
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This fixes all S3TC piglit/texwrap tests.
NOTE: This is a candidate for the 7.9 branch.
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Fixes piglit test glsl-fs-discard-03.
NOTE: This is a candidate for the 7.9 branch.
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This is essentially Luca's commit message, but placed at the top of the
file.
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The new lower_discard and opt_discard_simplification passes should
handle all the necessary transformations, so lower_jumps doesn't need to
support it.
Also, lower_jumps incorrectly handled conditional discards - it would
unconditionally truncate all code after the discard. Rather than fixing
the bug, simply remove the code.
NOTE: This is a candidate for the 7.9 branch.
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This should allow lower_if_to_cond_assign to work in the presence of
discards, fixing bug #31690 and likely #31983.
NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
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NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Marek Olšák <maraeo@gmail.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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There were a few places where we were using the wrong opcodes
on evergreen. arl still needs to be fixed on evergreen; see
r600g for reference.
NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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Needed for st/vega.
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Remember the last uploaded data and avoid re-uploading.
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Initialize vertex elements, rasterizer, stencil ref, and vertex shader
with renderer_create. Remove RASTERIZER_DIRTY and VS_DIRTY flags.
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As the blend texture, a drawing surface mask is used when masking is
enabled. It should be created as needed.
s/alpha_mask/surface_mask/ to follow OpenVG 1.1 naming.
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It is used for more advanced blending or mask update. It might not be
ever needed for some applications.
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Per b0427bedde80e3189524651a327235bdfddbc613.
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Eight less instructions with comments.
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Fix the case that the two points of a linear gradient coincide, or the
case that the radius of a radial gradient is equal to or less than 0.
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Like Eric's workaround patch of commit 490c23ee6be2e8531b5a14d42f808de83d401130.
This forces to align1 mode for math2 too.
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A typo from last commit.
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Depending on whether vgDrawPath(mode), vgDrawImage, or vgDrawGlyph[s] is
called, different paint-to-user and user-to-surface matrices should be
used to derive the sample points for the paint.
This fixes "paint" demo.
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Per OpenVG 1.1. A new shader stage is added. It uses the first two
constants of the fragment shader for color transformation parameters.
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Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw. Each group represents a stage. At most one shader
from each group will be selected when constructing the final fragment
shader.
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Optional features such as auth-hinting are not implemented. There is no
anti-aliasing, and no effort is done to keep the glyph origin integral.
So the text quality is poor.
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For alpha-only VG formats, R = G = B = 1.0.
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Move depth/stencil buffer, blend texture view, and alpha mask view
creation to vg_context.c.
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With this commit, the pipe states are entirely managed by the renderer.
The rest of the code interfaces with the renderer instead of
manipulating the states directly.
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Let vg_context focus on OpenVG states and renderer focus on gallium
states.
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This allows us to eventually make g3d states opaque.
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