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2010-04-13util: Fix util_dynarray_trim().Michal Krol
2010-04-13nvfx: use dynamically sized rotating BO pool for fragment programsLuca Barbieri
Currently we used a single buffer for each fragment programs, leading to rendering synchronization. This patch uses a doubly linked list of BOs, which is dynamically resized if all the BOs are busy. Note that inline image transfers could be an alternative option: this will be explored later. This removes one of the big performance limitations of the current driver. We also stop using pipe_resource internally in favor of using nouveau_bo directly.
2010-04-13draw llvm: Initialize variable.Vinson Lee
2010-04-13r300g: Silence uninitialized variable warning.Vinson Lee
2010-04-13st/mesa: Remove state_tracker/st_framebuffer.c from SConscript.Vinson Lee
This was missed in commit da8412ec19ad00627ae9139dc02f46f344bbb6ac. Fixes SCons build.
2010-04-13st/mesa: Drop st_public support.Chia-I Wu
There is no user of st_public now.
2010-04-13st/vega: Drop st_public support.Chia-I Wu
There is no user of st_public now.
2010-04-13st/vega: Do not rely on st_resize_framebuffer.Chia-I Wu
Add vg_context_update_draw_buffer (and helpers) that duplicates the logic of st_resize_framebuffer. Use the new function instead of st_resize_framebuffer in vg_manager.c.
2010-04-13nvfx: fix for 64-bit systemsLuca Barbieri
Thanks to Patrice Mandin for debugging this.
2010-04-13gallium/auxiliary: make util_dynarray_trim do nothing if size == capacityLuca Barbieri
2010-04-13gallium/auxiliary: add util_dynarray_resizeLuca Barbieri
2010-04-13gallium/auxiliary: fix util_dynarray_trim to 0 to free the dataLuca Barbieri
This works better and preserves the data != 0 if and only if capacity != 0 invariant.
2010-04-13util: implement Jose Fonseca's suggestions for u_buffer.h -> u_dynarray.hLuca Barbieri
Also describe invariants explicitly and use char* for arithmetic.
2010-04-12r300/compiler: Hax around instructions limits in mirroring code.Corbin Simpson
Stuff's starting to show up in arbnpot.
2010-04-13ffvertex: don't touch tex coords if coord replace is enabled.Dave Airlie
The fixed function vertex program shouldn't need to deal or touch tex coords if stuffing is enabled. Though I'm not 100% this won't break assumption made elsewhere it seems like the correct thing to do, and makes r300g point sprites a lot easier to implement. draw: fix point-sprite when vertex program is used. This commit regressed draw, so fix it as well to help bisection. Signed-off-by: Dave Airlie <airlied@redhat.com>
2010-04-13r300g: add generating texture coordinates for point spritesMarek Olšák
[airlied - Convert sprite coord index to a per-coord enable bit set the rasteriser block up correctly for point sprites. The inputs to the RS hw block change for sprite coords, so fix them up properly - this fixes piglit point-sprite test. ] Signed-off-by: Dave Airlie <airlied@redhat.com>
2010-04-13progs/gallium: Move into src/gallium/testsJosé Fonseca
Two reasons: - progs will eventually have its own repository - it is just to easy to forget updating the code for interface changes when it is outside of src
2010-04-12gallium/auxiliary: add dynamically sized buffer/array/vectorLuca Barbieri
2010-04-12nvfx: add LRP in vertprogLuca Barbieri
glsl generates these.
2010-04-12nvfx: add SIN and COS in vertprogLuca Barbieri
2010-04-12nvfx: add missing vertprog setcond instructionsLuca Barbieri
Trivially adds SEQ, SGT, SLE, SNE, SFL, STR and SSG which were missing.
2010-04-12nvfx: allocate a bigger block for queriesLuca Barbieri
This patch allocates a bigger chunk of memory to store queries in, increasing the (hidden) outstanding query limit.
2010-04-12nvfx: support an unlimited number of occlusion queriesLuca Barbieri
Currently on nv30/nv40 an assert will be triggered once 32 queries are outstanding. This violates the OpenGL/Gallium interface, which requires support for an unlimited number of fences. This patch fixes the problem by putting queries in a linked list and waiting on the oldest one if allocation fails. nVidia seems to use a similar strategy, but with 1024 instead of 32 fences. The next patch will improve this.
2010-04-12r300g: Move declaration before code.Vinson Lee
Fixes SCons build.
2010-04-12nvfx: fix TXL opcode valueLuca Barbieri
Was broken during unification
2010-04-12nvfx: Add support for two sided colorLuca Barbieri
This patch adds support for two-sided vertex color to nv30/nv40. When set, the COLOR0/1 fs inputs on back faces will be wired to vs outputs BCOLOR0/1. This makes OpenGL two sided lighting work, which can be tested with progs/demos/projtex.
2010-04-12nvfx: fix compile errorLuca Barbieri
2010-04-12nvfx: don't use hw index buffers on nv3x and nv44Luca Barbieri
They only apparently work on nv40 grclass cards, and this was the previous behavior of the driver. This really needs to be investigated more.
2010-04-12nvfx: expose PIPE_FORMAT_B8G8R8X8_UNORM supportLuca Barbieri
This is implemented in nvfx_state_fb and fragtex but was missing in nvfx_screen. This allows to avoid glCopyTexSubImage CPU fallbacks and makes Doom 3 much faster as a result.
2010-04-12nvfx: add support for ARB_half_float_vertexLuca Barbieri
2010-04-12st/mesa: half float vertex support (unexposed)Luca Barbieri
This was proposed by Marek Olšák and no one objected, so just pushing it. The extension is currently not exposed, because the mechanism to discover if the driver actually supports this is missing. We probably should change is_format_supported to handle this too. This will allow to test Gallium drivers anyway in the meantime. Based on work by Dave Airlie. Changes by me: 1. Fix assertion in st 2. Change to use unpadded Gallium formats
2010-04-12nvfx: allocate buffers in GART if !NOUVEAU_SWTNLLuca Barbieri
Should improve performance and fix serious regressions on AGP cards.
2010-04-12nvfx: move check for NOUVEAU_SWTNLLuca Barbieri
2010-04-12nvfx: remove #include "nouveau_stateobj.h"Luca Barbieri
No longer used, finally!
2010-04-12nvfx: rework validation logic to use code and avoid stateobjsLuca Barbieri
This makes the code faster due to the lack of indirect calls and also makes it much easier to understand what is actually going on.
2010-04-12nvfx: add NVFX_NEW_{FRAG,VERT}CONSTLuca Barbieri
2010-04-12nvfx: so->RING_3D: vertprogLuca Barbieri
We could use an sb here instead, but there is no obvious performance advantage, and perhaps there could be a disadvantage.
2010-04-12nvfx: so->RING_3D: srLuca Barbieri
2010-04-12nvfx: so->sb: blendLuca Barbieri
2010-04-12nvfx: so->sb: zsaLuca Barbieri
2010-04-12nvfx: so->sb: rasterizerLuca Barbieri
2010-04-12nvfx: so->RING_3D: screenLuca Barbieri
2010-04-12nvfx: so->RING_3D: viewportLuca Barbieri
2010-04-12nvfx: so->RING_3D: stippleLuca Barbieri
2010-04-12nvfx: so->RING_3D: scissorLuca Barbieri
2010-04-12nvfx: so->RING_3D: blendLuca Barbieri
2010-04-12nvfx: so->RING_3D: fbLuca Barbieri
2010-04-12nvfx: so->RING_3D: fragprogLuca Barbieri
2010-04-12nvfx: so->RING_3D: fragtexLuca Barbieri
2010-04-12nvfx: so->RING_3D: vboLuca Barbieri