Different kernels have different restrictions for tiled buffers.
Hence use the libdrm abstraction to calculate the necessary
stride and height alignment requirements.
Not yet used.
v2: Incorporate review comments from Jakob Bornecrantz
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
It's unnecessary. The kernel gem ignores it totally and we can't
run on the old userspace fake bo manager due to lack of dri2.
Also drop the redundant name string from the sw winsys as suggested
by Jakob Bornecrantz
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Reviewed-by: Jakob Bornecrantz <wallbraker@gmail.com>
Signed-off-by: Jakob Bornecrantz <wallbraker@gmail.com>
By not doing so, the uniform contents of
glsl-uniform-non-uniform-array-compare.shader_test was getting thrown
out since nobody was recorded as dereferencing the array.
The new lower_discard and opt_discard_simplification passes should
handle all the necessary transformations, so lower_jumps doesn't need to
support it.
Also, lower_jumps incorrectly handled conditional discards - it would
unconditionally truncate all code after the discard. Rather than fixing
the bug, simply remove the code.
NOTE: This is a candidate for the 7.9 branch.
This should allow lower_if_to_cond_assign to work in the presence of
discards, fixing bug #31690 and likely #31983.
NOTE: This is a candidate for the 7.9 branch.
There were a few places where we were using the wrong opcodes
on evergreen. arl still needs to be fixed on evergreen; see
r600g for reference.
NOTE: This is a candidate for the 7.9 branch.
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
As the blend texture, a drawing surface mask is used when masking is
enabled. It should be created as needed.
s/alpha_mask/surface_mask/ to follow OpenVG 1.1 naming.
Depending on whether vgDrawPath(mode), vgDrawImage, or vgDrawGlyph[s] is
called, different paint-to-user and user-to-surface matrices should be
used to derive the sample points for the paint.
This fixes "paint" demo.
Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw. Each group represents a stage. At most one shader
from each group will be selected when constructing the final fragment
shader.
Optional features such as auth-hinting are not implemented. There is no
anti-aliasing, and no effort is done to keep the glyph origin integral.
So the text quality is poor.
With this commit, the pipe states are entirely managed by the renderer.
The rest of the code interfaces with the renderer instead of
manipulating the states directly.