The new address should go to TIC entries 1, 2 instead of entry 0.
Also, using PIPE_SHADER_* for the program type was wrong, they're
ordered like the tesla method now, sorry for the confusion.
These are our reference software rasterizers. They can build everywhere
and are a precious debugging tool.
Making them always present immensily simplifies the scons logic.
If people want to avoid building it is still possible to pass
direcotries and target names to scons to narrow the build.
I've been back and forth on this, but I believe it's worth to have debug
by default.
Most humans (developers, testers) will want to use the debug version by
default. Many build bots want release but they are bots, and humans >
bots, so I don't care that much.
This is part of my initiative of minimizing the scons option mess many
complain about.
Now that draw depends on llvm it is very difficult to correctly handle
broken llvm installations. Either the user requests LLVM and it needs to
supply a working installation. Or it doesn't, and it gets no LLVM
accelerate pipe drivers.
* Turn some assertions to error messages.
* At most 16 vertex elements can be set, others are ignored.
* Rasterize at most 8 vertex-shader generic outputs, others are ignored.
This includes fog and WPOS.
* Unknown shader semantic names are ignored.
The evolution of TX_FORMAT bits is as follows:
* When a texture is created, set bits independent of pipe_format.
* When a sampler view is created, add format-specific bits.
* When sampler states and views are getting merged, add min/max LOD.
This is most likely a bug in the mesa state tracker, but do the quick hack
for now to avoid the divide by 0.
reported and hack generated by almos on #radeon
Signed-off-by: Dave Airlie <airlied@redhat.com>
A native display has no interest in depth/stencil format. Remove it
from the interface and let the common code derive the supported
depth/stencil formats from the pipe screen.