Converted r100 to use shared debug code with sed and fast compile check. New
code has compability layer so old debugging code doesn't have to be changed
all immidiatly.
These function are aiming to make it very simple to add and keep large amount
of debugging code without having runtime impact in relase builds. Basic idea
is to expose simple printf style debugging functions that are inlined.
Level parameter will be evalueted in compile time so compiler can optimise
some of debugging functions out if compile time request for debug level is too
tight.
We need to clamp/saturate after each texenv stage, not just the last one.
Fixes glean texEnv failure for softpipe (and probably other fragment program-
based drivers).
When cross compiling on a 64bit machine, gen_matypes.c is build
for the host machine (64bit) but must generates code for the target
machine (32bit). This causes wrong offsets all over the place and
crashes googleearth on my machine. Solution is to add -m32 when
cross compiling.
Attached patch is compatible with linux-x86-32 and autoconf based
builds.
Since ctx->Driver.MapBuffer() and ctx->Driver.MapBufferRange() may be called
from other places in Mesa (such as VBO) it's important that the driver
callbacks set all the buffer object fields properly (Pointer, Offset, Length,
etc). Add assertions to make sure that the driver does that.
Although selection of vector elements is valid LLVM IR, no machine target
supports it yet.
This is a last-resort option, but it allows llvmpipe to be used on any
target supported by LLVM without modifications. Obviously better
performance is attainable by emitting SIMD intrinsics where otherwise
LLVM doesn't.
The winsys once again has to know about textures it seems, so we need a
common representation between all our pipe drivers to store some
information the winsys will need.
Only the nv50 driver has been fixed so far.
This is more a short term experiment than a long term commitment, as we'll
need to support higher precision textures too, as this will all be
be replaced by runtime generated code.
With this change most Mesa demos fps increased around 10%. Not a huge
improvement, but not a negligible one either.