In the direct rendered case, we need to convert DRI2 swap complete
events to GLX events for the client to consume. This path had what
looks like a stray "& 0x75" from some earlier debugging that prevented
clients from seeing the right event code.
Currently we used a single buffer for each fragment programs, leading to
rendering synchronization. This patch uses a doubly linked list of BOs,
which is dynamically resized if all the BOs are busy.
Note that inline image transfers could be an alternative option: this
will be explored later.
This removes one of the big performance limitations of the current
driver.
We also stop using pipe_resource internally in favor of using nouveau_bo
directly.
Add vg_context_update_draw_buffer (and helpers) that duplicates the
logic of st_resize_framebuffer. Use the new function instead of
st_resize_framebuffer in vg_manager.c.
The fixed function vertex program shouldn't need to deal or touch tex coords
if stuffing is enabled.
Though I'm not 100% this won't break assumption made elsewhere it seems like
the correct thing to do, and makes r300g point sprites a lot easier to implement.
draw: fix point-sprite when vertex program is used.
This commit regressed draw, so fix it as well to help bisection.
Signed-off-by: Dave Airlie <airlied@redhat.com>
[airlied -
Convert sprite coord index to a per-coord enable bit
set the rasteriser block up correctly for point sprites.
The inputs to the RS hw block change for sprite coords, so fix them up
properly - this fixes piglit point-sprite test.
]
Signed-off-by: Dave Airlie <airlied@redhat.com>
Two reasons:
- progs will eventually have its own repository
- it is just to easy to forget updating the
code for interface changes when it is outside of src
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.