Age | Commit message (Collapse) | Author |
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This brings in the standalone GLSL compiler that we are planning on
replacing the existing Mesa GLSL compiler. It currently targets GLSL
1.20 and the Mesa IR.
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The assembly parser is already checking this, but we're relying on the
symbol table handling it in glsl2.
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allows application to not only request the frequency of the TIME_ELAPSED
clock but also to detect if that frequency was consistent throughout the
entire bracketed range of graphics commands.
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to figure out if gpu is finished with all of the previously issues commands
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width/height may not be a multiple of blocksize (small mip levels / npot
textures). This should be handled just fine.
Fixes #28530.
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See bug 28577 for details.
NOTE: this is a candidate for the 7.8 branch.
Signed-off-by: Brian Paul <brianp@vmware.com>
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FDO bug #28652,
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Caught by clang.
Follow-up to commit 070bbd4fcd5d2b669b880b91730a7ad9d130e416.
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This should fix corrupted texturing on r3xx-r4xx.
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This reverts commit a9ee95651131e27d5acf3d10909b5b7e5c8d3e92.
It was based on a failure to understand how ther driver allocates
memory, and causes a regression with Celestia.
Set MaxLevel to dstLevel before allocating new mipmap level.
The radeon driver will fail to allocate space for a new level that
is outside of BaseLevel..MaxLevel. Set MaxLevel before allocating.
Signed-off-by: Maciej Cencora <m.cencora@gmail.com>
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This should fix the FDO bug #28612.
Also, these piglit tests have been fixed:
- fbo-copypix
- scissor-copypixels
- copytexsubimage
- texredefine
Finally, 2 flushes in the transfer path are no longer needed.
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The real difference here is that ZTOP is now enabled if all stencil ops
are set to KEEP. This improves performance.
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Fixes segfault in mipmap_view.c demo. Bug #27212.
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like normal temporaries, but allows to define a number of distinct
arrays, all of which make it explicit that they contain /indexable/
registers.
as a side-effect we're adding support for multi-dimensional destination
registers.
The whole thing looks like this:
DCL TEMPX[0][0..128] # 0 array with 128 registers
ADD TEMPX[0][0], IN[0], IMM[0]
ADD TEMPX[0][1], IN[0], IMM[0]
ABS OUT[0], TEMPX[0][TEMP[0]]
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allows one to specify a safe (bound checked) array
filled with immediates. it works just like a const
array and declares much like our current immediates.
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llvmpipe can create a large number of shader variants for a single shader
(which are quite big), and they were only ever deleted if the shader itself
was deleted. This is especially apparent in things like glean
blendFunc where a new variant is created for every different subtest, chewing
up all memory.
This change limits the numbers of fragment shader variants (for all shaders)
which are kept around to a fixed number. If that would be exceeded a fixed
portion of the cached variants is deleted (since without tracking the used
variants this involves flushing we don't want to delete only one).
Always the least recently used variants (from all shaders together) are
deleted.
For now this is all per-context.
Both the number of how many variants are cached (1024) as well as how many
will be deleted at once (1/4 of the cache size) are just rough guesses and
subject to further optimization.
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Early Z test (=ZTOP) must be disabled before a query is started,
otherwise the GPU is dead. The order of emitted registers matters more
than you might think.
This fixes hardlocks in sauerbraten.
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fixes a crash.
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spotted by Vinson
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A platform is already used to mean a window system in EGL. No need to
use a different term.
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A platform means a native window system in EGL. Use OS that follows
Gallium instead.
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