Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Still a little dodgy:
- RTT will hit an assertion (hopefully!) and fail
- 3D textures with depth >= 32 will cause bad things to happen
|
|
|
|
Sorry, but no, we're not doing this.. Correctness always takes precedence
over speed. Implement this higher up where you know it's safe to do so,
and doesn't break other things in the process.
|
|
|
|
|
|
|
|
The new instruction order is 10 cycles faster.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
When negating a src vector that's stored in a altivec register, need to put
negated value into a new register so we don't upset the original value.
This solves the dark colors in the mandelbrot GLSL demo.
Also, use new predicate functions to check if a TGSI temp is stored in
an altivec register.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also flag shadows as dynamic since they're for CPU access as well.
|
|
Knowing how the client intends to use the texture will give the
driver the opportunity to optimize for such cases.
|
|
Limit of SIFM on nv40 is 1024x1024, not sure about others.
|
|
|
|
|