Currently on nv30/nv40 an assert will be triggered once 32 queries are
outstanding.
This violates the OpenGL/Gallium interface, which requires support for
an unlimited number of fences.
This patch fixes the problem by putting queries in a linked list and
waiting on the oldest one if allocation fails.
nVidia seems to use a similar strategy, but with 1024 instead of 32 fences.
The next patch will improve this.
This patch adds support for two-sided vertex color to nv30/nv40.
When set, the COLOR0/1 fs inputs on back faces will be wired to vs outputs BCOLOR0/1.
This makes OpenGL two sided lighting work, which can be tested with progs/demos/projtex.
This is implemented in nvfx_state_fb and fragtex but was missing
in nvfx_screen.
This allows to avoid glCopyTexSubImage CPU fallbacks and makes Doom 3
much faster as a result.
This was proposed by Marek Olšák and no one objected, so just
pushing it.
The extension is currently not exposed, because the mechanism to
discover if the driver actually supports this is missing.
We probably should change is_format_supported to handle this too.
This will allow to test Gallium drivers anyway in the meantime.
Based on work by Dave Airlie.
Changes by me:
1. Fix assertion in st
2. Change to use unpadded Gallium formats
Autobinding creates additional pushbuffer usage which may not be
accounted in callers, and is also slow.
The next relocations patch depends on this for correctness.
Assert instead if the objects are not bound, which should happen at
screen creation time.
RING_3D creates a method start for subchannel 7.
Bind the 3D engine to a fixed subchannel to make it work
This is much faster than the old BEGIN_RING, since we don't need
to waste cycles trying to "autobind" stuff, when a fast static binding
is perfectly good.
Subchannel 7 is chosen because the kernel takes up the lowest ones.
Currently we miscalculate the space needed to push vertices, causing
flushes where they should not happen.
Use a much more conservative estimate to fix it.
It will be done better in the future (e.g. using the nv50 primitive
splitter).