Commit graph

35085 commits

Author SHA1 Message Date
Corbin Simpson
a91fea65dc r300g: Moar MSAA setup.
Need to just add the resolve, then go switch to new DRM and test.
2010-06-16 10:54:08 -07:00
Corbin Simpson
3784b0fa69 r300g: Fix indentation.
I could *not* let this slide since I'm on a 78-char-wide terminal.
2010-06-16 10:54:08 -07:00
Corbin Simpson
5c58618406 r300g: Old MSAA code from before gallium-msaa. 2010-06-16 10:54:06 -07:00
Alan Hourihane
867478b6f6 util: add alloc check 2010-06-16 18:10:34 +01:00
Alan Hourihane
51729b5119 draw: add alloc check 2010-06-16 18:02:21 +01:00
Henri Verbeet
71646528da r600: GL_COORD_REPLACE state is only relevant when point sprites are enabled. 2010-06-16 12:47:28 -04:00
Marc
5552dffa39 r600: fix warnings 2010-06-16 12:47:28 -04:00
Dan Nicholson
cbf30fce32 osmesa: always build standalone for internal symbols
When building OSMesa and xlib GL, the resulting OSMesa would be linked
against libGL instead of the internal mesa libraries. However, when
building with -fvisibility=hidden, some of the internal functions used
in OSMesa could not be resolved through libGL.

Instead, always build OSMesa standalone without linking against libGL.
This has the advantage that OSMesa is always built the same way, but it
means that disk space is wasted when libGL is installed since both
libraries will contain the internal objects.

Signed-off-by: Dan Nicholson <dbn.lists@gmail.com>
Tested-by: Tom Fogal <tfogal@alumni.unh.edu>
2010-06-16 09:23:17 -07:00
Alan Hourihane
1c377cea10 draw: handle some out of memory conditions 2010-06-16 12:27:53 +01:00
Zack Rusin
9829ec2ad8 graw: add a gs test for non-sequential inputs 2010-06-16 05:33:46 -04:00
Vinson Lee
88308ea173 draw: Remove unnecessary headers. 2010-06-15 17:34:59 -07:00
Zack Rusin
3560652ccf gs: make sure we end primitives when finishing executing shaders 2010-06-15 16:37:32 -04:00
Zack Rusin
215e10ac26 draw/gs: make sure gs works with elts and doesn't overrun the buffer 2010-06-15 16:10:18 -04:00
Kristian Høgsberg
80dfec3e53 mesa: Allow querying the system FBO in GetFramebufferAttachmentParameteriv
If the default framebuffer is bound to <target>, then
        <attachment> must be one of FRONT_LEFT, FRONT_RIGHT, BACK_LEFT,
        BACK_RIGHT, AUXi, DEPTH_BUFFER, or STENCIL_BUFFER, identifying a
        color buffer, the depth buffer, or the stencil buffer, and
        <pname> may be FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE or
        FRAMEBUFFER_ATTACHMENT_OBJECT_NAME.

as well as these <pname> values

        FRAMEBUFFER_ATTACHMENT_RED_SIZE,
        FRAMEBUFFER_ATTACHMENT_GREEN_SIZE,
        FRAMEBUFFER_ATTACHMENT_BLUE_SIZE,
        FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE,
        FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE,
        FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE,
        FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, or
        FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING.

https://bugs.freedesktop.org/show_bug.cgi?id=28551
2010-06-15 13:28:38 -04:00
Zack Rusin
726f18ee69 graw: test multiple cb's in geometry shaders 2010-06-15 12:14:18 -04:00
Zack Rusin
ec82e9fbfa graw: fix setup for multiple constant buffers 2010-06-15 12:01:47 -04:00
Zack Rusin
bf577393c7 draw: run the pipeline with the correct number of verts
verts per primitive, not total count
2010-06-15 09:12:20 -04:00
Zack Rusin
9cf5e814b9 draw: fix primitive indexing in the pipeline
spotted by Keith
2010-06-15 09:12:20 -04:00
Zack Rusin
a192b5eeaf draw: finish the new pipeline setup
Keith came up with a new way of running the pipeline which involves passing
a few info structs around (for fetch, vertices and prims) and allows us
to correctly handle cases where we endup with multiple primitives generated
by the pipeline itself.
2010-06-15 09:12:20 -04:00
Zack Rusin
92e521a799 softpipe/gs: fix a crash when a gs isn't present 2010-06-15 09:12:19 -04:00
Keith Whitwell
b85a361ccb draw wip 2010-06-15 09:12:19 -04:00
Vinson Lee
5d4d4b2134 i965: Remove unnecessary header. 2010-06-14 17:50:15 -07:00
Marek Olšák
0452d52ae3 r300g: initialize US_CODE_BANK on r4xx 2010-06-14 23:39:56 +02:00
Eric Anholt
7dcba1af9d i965: Fix surface state dumping with INTEL_DEBUG=batch.
I broke this with the state streaming changes.
2010-06-14 14:03:56 -07:00
Zhenyu Wang
9a1ce46fce i965: correct the gen6 line stipple enable define. 2010-06-14 14:03:56 -07:00
Eric Anholt
44ad62b86c intel: Remove long-dead comment about releasing texture heaps.
BOs are stored in the bufmgr, which is freed as part of the screen
structure.
2010-06-14 14:03:56 -07:00
José Fonseca
4b383054d3 gallivm: Omit references to NoFramePointerElimNonLeaf
It was added after 2.7.
2010-06-14 17:36:17 +01:00
José Fonseca
27fafa2587 util: Use int type for format field width.
As suggested by gcc warning.
2010-06-14 17:11:21 +01:00
José Fonseca
4d2407699b gallivm: Override some of the default target options.
In particular:
- enable LLVM <-> GDB integration for JIT code
- disable frame-pointer elimination on debug/profile builds
- enable fast-math.
2010-06-14 16:51:47 +01:00
José Fonseca
21a9ef12bf gallivm: Use func_to_pointer(). 2010-06-14 16:50:40 +01:00
José Fonseca
91bbe466c7 util: Add a func_to_pointer util function too. 2010-06-14 16:50:39 +01:00
Zack Rusin
5d5fa34757 graw: small fixups for the gs examples 2010-06-14 10:49:16 -04:00
Marek Olšák
8ad410dc13 r300g: fix uploading RC state shader constants on r3xx
I've messed this up in one of my previous commits.

Reported-by: Igor Murzov
2010-06-14 13:03:13 +02:00
Marek Olšák
1c0e5ba9f1 r300g: drop begin_cs/end_cs
I have had a look at the libdrm sources and they just contain more or less
the same checking we do in macros, and begin_cs may realloc the CS buffer
if we overflow it, which never happens with r300g. So these are pretty
much useless.

There is a small but measurable performance increase by dropping the two
functions.
2010-06-14 12:46:38 +02:00
Marek Olšák
cf3778bae0 r300g: rewrite occlusion queries
The previous implementation had issues with queries spanning over several
command streams as well as using a very large number of queries.

This fixes flickering in Enemy Territory: Quake Wars. The driver now renders
everything correctly in this game and the graphics is awesome.
2010-06-14 12:46:38 +02:00
Marek Olšák
824c1f6a4a r300g: emit viewport state as a dword table 2010-06-14 12:46:37 +02:00
Marek Olšák
8874c9d7a3 r300g: subclass pipe_surface 2010-06-14 12:46:37 +02:00
Marek Olšák
39826a2036 r300g: simplify reloc macros 2010-06-14 12:46:37 +02:00
Marek Olšák
c1f18bff3e r300g: count CS dwords on debug builds only 2010-06-14 00:52:11 +02:00
Marek Olšák
f558bcb397 r300g: optimize emission of fragment shader constants 2010-06-13 17:43:39 +02:00
Marek Olšák
3da6487115 r300g: turn fragment shader into a CB 2010-06-13 17:43:39 +02:00
Marek Olšák
0a44efaeb9 r300g: turn depth stencil state into a CB 2010-06-13 17:43:39 +02:00
Marek Olšák
f803211629 r300g: turn clip state into a CB 2010-06-13 17:43:39 +02:00
Marek Olšák
9dd50993c6 r300g: turn blend color into a CB 2010-06-13 17:43:38 +02:00
Marek Olšák
cd891648d4 r300g: turn blend state into a CB 2010-06-13 17:43:38 +02:00
Marek Olšák
a062156bb2 r300g: add API for building command buffers
The idea is to build a hardware command buffer for every CSO and memcpy
the buffer to a command stream at bind time (or dirty-state-emission time,
to be precise).
2010-06-13 17:43:38 +02:00
Marek Olšák
7ca24dfa6d r300g: inline FLUSH_CS
The fewer macros, the better.
2010-06-13 17:43:38 +02:00
Marek Olšák
98f67a6bbd r300g: reorder CS macros and document them a little 2010-06-13 17:43:38 +02:00
Marek Olšák
8f13e2bda1 r300g: drop DBG_CS
I'd like the CS macros to be as lightweight as possible for performance
reasons.
2010-06-13 17:43:38 +02:00
Marek Olšák
7005feabcd r300g: inline CHECK_CS 2010-06-13 17:43:38 +02:00