| Commit message (Collapse) | Author | Age | Files | Lines |
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Those cases were apparently forgotten.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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instead just warn when creating the surface, rendering will simply happen
to first layer.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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We can't handle them yet, however we can safely just warn (we will
just render to first layer, which is fine since we can't handle
rendertarget system value neither).
Also make behavior more predictable with buffer surfaces
(it would sometimes hit bogus asserts because of the union in the surface,
instead create the surface but assert when trying to set a buffer
in the framebuffer).
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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Trivial. Matches softpipe's code.
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Signed-off-by: Tom Stellard <thomas.stellard@amd.com>
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All the functions in this file are now implemented in C.
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Just delete unused kernels rather than marking them as internal and
running the GlobalDCE pass.
Also implement this function in C and inline it into
radeon_llvm_get_kernel_module()
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Also make the function static since it is not used anywhere else.
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Actually use $DEFINES, so we can see if GLX_INDIRECT_RENDERING is defined
If GLX_INDIRECT_RENDERING is defined, _GLAPI_SKIP_PROTO_ENTRY_POINTS will
be defined, and libglapi won't contain the 'protocol entry points', so we
should provide stubs in check_table.cpp
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It looks like this has been broken since commit
1a1db1746db82efc7f0643508886dfc78a15eb71 "Standardize names of OpenGL
functions."
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
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Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
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Fixes the scons build.
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Fixes this build error with make check.
CC collision.o
In file included from ../../../../../src/mesa/main/hash_table.h:34:0,
from collision.c:31:
../../../../../src/mesa/main/compiler.h:51:53: fatal error: c99_compat.h: No such file or directory
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
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Should get the builds going again.
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Reviewed-by: José Fonseca <jfonseca@vmware.com>
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To allow rendering in 16-bit/channel RGBA buffers.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Fixes autotools build failure. Not sure if there are more, as I have
difficulties in building the full tree.
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Handled by top level .gitignore.
Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Eric Anholt <eric@anholt.net>
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One fewer place to have to update.
Reviewed-by: Eric Anholt <eric@anholt.net>
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If geometry shader is present its stream output info should
be used instead of the vs and we shouldn't use the pre-clipped
corrdinates.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <brianp@vmware.com>
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We were in four already...
NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <brianp@vmware.com>
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NOTE: Candidate for the stable branches.
Reviewed-by: Brian Paul <brianp@vmware.com>
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In cases where the vertex element size is smaller than the vertex buffer
stride, the previous calculation could end up 1 too low. This would result
in the GPU using index 0 instead of the maximum index for those elements,
which would be visible as intermittent distorted triangles.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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When doing a blit with the 3D engine, the rasterizer or zsa cso may
be NULL.
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And remove non-working code for indirect sampler/resource selection.
Will be added back later.
Includes code from "nv50/ir/tgsi: Resource indirect indexing" by
Francisco Jerez (when mixing the R and S handles we can only specify
them via a register, i.e. indirectly, unless we upload all the used
handle combinations to c[] space, which we don't for now).
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