| Commit message (Collapse) | Author | Age | Files | Lines |
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The vertex element state isn't in registers any more, so
remove that old code. That fixes a memory corruption with
the blend state and gets eglgears partially working.
Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
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Signed-off-by: Christian König <deathsimple@vodafone.de>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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If no format is matched in the loop the value of xconf was undefined.
NOTE: This is a candidate for the 8.0 branch.
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Move the body of util_etc1_rgb8_unpack_rgba_unorm8 into a new function
that can be shared between gallium and dri drivers,
texcompress_etc_tmp.h:etc1_unpack_rgba8888.
CC: Chia-I <olv@lunarg.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
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lp_delete_setup_variants() used to be called in garbage collection,
but this no longer exists hence the setup shaders never got freed.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
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Added a new file lp_bld_blend.c for the common code.
Merged and added some simple optimisations.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
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GLSL 1.3 has been enabled by default for quite a while.
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Separated out of the hyperz patch by Marek with minor modifications.
Signed-off-by: Marek Olšák <maraeo@gmail.com>
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Signed-off-by: Marek Olšák <maraeo@gmail.com>
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Signed-off-by: Marek Olšák <maraeo@gmail.com>
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Commit defadf2b1 erroneously tries to make gallium drivers link with libdricore
as a static library, not a shared library
Also, change uses of DRI_LIB_DEPS in gallium driver Makefiles to
GALLIUM_DRI_LIB_DEPS, so the libraries added are used in the linking the gallium
driver
Also, fix the path to the libdricore.so symlink, it's made in LIB_DIR, not in
the libdricore directory
Also repair quoting of dricore settings of DRI_LIB_DEPS and GALLIUM_DRI_LIB_DEPS
variables so VERSION is interpolated in configure but TOP and LIB_DIR are
interpolated later (where they are known, but VERSION isn't)
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Signed-off-by: Tom Stellard <thomas.stellard@amd.com>
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- Use LLVM limits when LLVM is being used, instead of TGSI limits
- Provide draw_get_shader_param_no_llvm for when llvm is never used (softpipe)
- Eliminate several of the hacks around draw shader caps in several drivers
Unfortunately the hack for PIPE_MAX_VERTEX_SAMPLERS is still necessary.
Reviewed-by: Marek Olšák <maraeo@gmail.com>
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Now mesa/drivers/dri is converted to automake, we want to update DRI_LIB_DEPS
so that we link with the libmesa or libdricore libtool library, as appropriate.
However, this is complicated by the fact that gallium/targets is not (yet)
converted, so we can't share the DRI_LIB_DEPS autoconf variable with that anymore.
Add an additional autoconf variable GALLIUM_DRI_LIB_DEPS, which is now used in
gallium/targets/Makefile.dri, to link with the libdircore or libmesa native library.
v2: libdricore$VERSION.a needs to be libdricore$(VERSION).a
Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Matt Turner <mattst88@gmail.com>
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So that we can see them in their full denormalized glory.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
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This function assumes that lp_build_context::type is a vector type,
which is not true for r600 or radeonsi.
This fixes an assertion failure using glamor 2D accel.
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This way if the conversion fails, we know what the TGSI shader looks
like.
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This fixes piglit/depth-level-clamp.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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The only case a depth buffer can be set as a color buffer is when flushing.
That wasn't always the case, but now this code isn't required anymore.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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A flush depth texture is never set as a depth buffer and never flushed.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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This was missing/broken. There are also minor code cleanups.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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- maintain a mask of which mipmap levels are dirty (instead of one big flag)
- only flush what was requested at a given point and not the whole resource
(most often only one level and one layer has to be flushed)
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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we can just update the state when decompressing, there's no need to add
additional info into the DSA state
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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this will be useful for in-place DB decompression, otherwise should be harmless
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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to remove some overhead from draw_vbo. This is a derived state.
BTW, I've got no idea how compute interacts with 3D here, but it should
use cb_misc_state, so that 3D and compute don't conflict.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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the structure is calloc'd.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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just rename it to util_blit_pixels
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Because u_blit couldn't sample a 1D, 3D, CUBE and ARRAY texture, we created
a 2D texture holding a copy of one slice of the source texture (even for 1D).
Let's just do it right.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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This doesn't seem to be used by anything yet, but better safe than sorry.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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This fixes stencil buffer write transfers on r600g.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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used for stencil sampler views.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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We're going to extend this to support multi-plane buffers, so pass this
to the driver so it can access the details.
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The code for growing the memory pool (which is used for storing all of
the global buffers) wasn't working. There seem to be two separate issues
with the memory pool code. The first was the way it was growing the pool.
When the memory pool needed more space, it would:
1. Copy the data from the memory pool's backing texture to system memory.
2. Delete the memory pool's texture
3. Create a bigger backing texture for the memory pool.
4. Copy the data from system memory into the bigger texture.
The copy operations didn't seem to be working, and I suspect that since
they were using fragment shaders to do the copy, that there might have
been a problem with the mixing of compute and 3D state.
The other issue is that the size of 1D textures is limited, and I was
having trouble getting 2D textures to work.
I think these problems will be easier to solve once more code is shared
between 3D and compute, which is why I decided to disable it for now
rather than continue searching for a fix.
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The original strategy for handling floating point loads, which was to
lower (f32 load) to (f32 bitcast (i32 load)) wasn't really working. The
main problem was that the DAG legalizer couldn't handle replacing a node
with two results (load) with a node with only one result (bitcast).
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The IMM bit is already being set in SICodeEmitter.
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