- 27 Sep, 2018 15 commits
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Rob Clark authored
Fix a few bits of confusion, as with previous gen's constlen is aligned to 4, and value in bitfield is left-shifted by 2 (ie. divided by 4). But this is done by the CONSTLEN() accessor/builder fxn, so don't do it twice. Also HLSQ_FS_CNTL.CONSTLEN is not special. Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
Fixes a crash in (of all things) dEQP-GLES2.info.vendor with --deqp-surface-type=fbo.. Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
batch_flush_reset_dependencies() expects to be called unlocked, and can call fd_batch_reference() which can try to aquire the screen lock again. Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
In c3d9f29b we allowed ctx->batch to be null, and started tracking the current framebuffer state in fd_context. But the existing logic in fd_blitter_pipe_begin() would, if !ctx->batch, set null fb state to be restored after blit. Which broke the world of deqp (and probably other things) Fixes: c3d9f29b freedreno: allocate ctx's batch on demand Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
This is defined to always clear the entire surface(s) specified, regardless of scissor state.. mesa/st will turn scissored clears into a draw. So rip about a bunch of unnecessary machinery. Also remove a comment that was obsolete since using u_blitter to turn clear into draw (for the cases where there isn't a hw blitter fast-path). Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
The logic to force a flush every draw was short-circuited with newer kernels. Also it should apply to clears as well. Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
The effective scissor changes based on rasterizer->scissor flag, so we need to re-emit scissor state when rasterizer state changes. Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Rob Clark authored
Signed-off-by:
Rob Clark <robdclark@gmail.com>
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Erik Faye-Lund authored
In st_renderbuffer_alloc_storage, we avoid allocating storage for zero-sized buffers, leading to this pointer being NULL. We already take care to avoid dereferencing these pointers for color-buffers, but not for depth/stencil-buffers. So let's thread a bit more carefully here. This avoids a crash while running Piglit's glx/glx-visuals-stencil test, both on virgl and r600g. Signed-off-by:
Erik Faye-Lund <erik.faye-lund@collabora.com> Reviewed-by:
Guillaume Charifi <guillaume.charifi@sfr.fr> Reviewed-by:
Marek Olšák <marek.olsak@amd.com>
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Maxime Lombard authored
Since the Randr lease code was added, compiling against libxcb 1.12 no longer works. CC: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108024 Fixes: 7ab1fffcTested-By:
Maxime <berillions@gmail.com> Fixes: 7ab1fffc "vulkan: Add EXT_acquire_xlib_display [v5]"
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Bas Nieuwenhuizen authored
Trivial.
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Bas Nieuwenhuizen authored
Use sample rate shading instead, should give better locality. Makes Nier with 8x msaa on a Raven go 5 fps -> 7 fps in the menu. Reviewed-by:
Samuel Pitoiset <samuel.pitoiset@gmail.com>
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- 26 Sep, 2018 6 commits
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Jordan Justen authored
Signed-off-by:
Jordan Justen <jordan.l.justen@intel.com> Reviewed-by:
Jason Ekstrand <jason@jlekstrand.net> Reviewed-by:
Nanley Chery <nanley.g.chery@intel.com>
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Jordan Justen authored
Signed-off-by:
Jordan Justen <jordan.l.justen@intel.com> Reviewed-by:
Jason Ekstrand <jason@jlekstrand.net> Reviewed-by:
Nanley Chery <nanley.g.chery@intel.com>
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Dylan Baker authored
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Dylan Baker authored
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Dylan Baker authored
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Jason Ekstrand authored
I was about to make the claim to someone that every field in isl_surf is either an enum or has explicit units. Then I looked at isl_surf and discovered this claim was wrong. We should fix that. This commit does a few refactors: * Add _B suffixes to some struct fields * Add _B to some variables and parameters * Rename row_pitch_tiles -> row_pitch_tl Reviewed-by:
Nanley Chery <nanley.g.chery@intel.com>
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- 25 Sep, 2018 19 commits
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Axel Davy authored
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=105333 Fixes: https://github.com/iXit/Mesa-3D/issues/314 For this application, NaN is passed to KILL_IF and is expected to pass. v2: Explain in the code why UGE is used. Signed-off-by:
Axel Davy <davyaxel0@gmail.com> Reviewed-by:
Marek Olšák <marek.olsak@amd.com> CC: <mesa-stable@lists.freedesktop.org>
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Axel Davy authored
Previously if only ff vs or only ff ps was used, the constants for both were marked as updated, while only the constants of the used ff shader were updated. Now that NINE_STATE_FF_VS and NINE_STATE_FF_PS do not intersect anymore, we can correctly mark the correct set of constant as updated. Fixes: https://github.com/iXit/Mesa-3D/issues/319Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
NINE_STATE_FF_OTHER was mostly ff vs states. Rename it to NINE_STATE_FF_VS_OTHER and move common states with ps to NINE_STATE_FF_PS_CONSTS (renamed from NINE_STATE_FF_PSSTAGES). Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Some states only affect the ff shader, not its constants. Currently we don't check anything and always recompute the ff shader key. However we do check for NINE_STATE_FF_OTHER and if set we reupload some constants. Thus for those states which had NINE_STATE_FF_OTHER set but didn't need it, replace by a dummy ff shader state (which is easier to understand for an external reader than just setting 0 and more future proof). Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
The pointsize states were missing the ff NINE_STATE_FF_OTHER flag, and thus might miss state updates when using ff. Fixes some wine tests. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Rename NINE_STATE_FOG_SHADER, NINE_STATE_POINTSIZE_SHADER and NINE_STATE_PS1X_SHADER into NINE_STATE_VS_PARAMS_MISC and NINE_STATE_PS_PARAMS_MISC. The behaviour is unchanged, except one minor change: D3DRS_FOGTABLEMODE doesn't need to affect VS. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
With some test app I hit the limit. As we allocate on demand (up to the maximum), it is free to increase the limit. Signed-off-by:
Axel Davy <davyaxel0@gmail.com> CC: <mesa-stable@lists.freedesktop.org>
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Axel Davy authored
Previously we had already found that for MANAGED buffers the buffer started dirty (which meant all writes out of bound before the first draw call using the buffer have to be taken into account). Possibly it is the same for the other types of buffers. For now always lock the entire buffer (starting from the offset) for these (except for DYNAMIC buffers, which might hurt performance too much). Fixes: https://github.com/iXit/Mesa-3D/issues/301Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
The previous code was ignoring the input until a cursor is set inside d3d (with SetCursorProperties), as expected by wine tests. However it did still make a call to ID3DPresent_SetCursor, which would result into a SetCursor(NULL) call, thus hidding any cursor set outside d3d, which we shouldn't do. Add comment about not avoiding redundant ID3DPresent_SetCursor calls once a cursor has been set in d3d, as it has been tested to cause regressions. Fixes: https://github.com/iXit/Mesa-3D/issues/197Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
For some applications SetCursorPosition is called when a cursor event is received. Our SetCursorPosition was always calling wine SetCursorPos which would trigger a cursor event. The infinite loop is avoided by not calling SetCursorPos when the position hasn't changed. Found thanks to wine tests. Fixes irresponsive GUI for some applications. Fixes: https://github.com/iXit/Mesa-3D/issues/173Signed-off-by:
Axel Davy <davyaxel0@gmail.com> CC: <mesa-stable@lists.freedesktop.org>
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Axel Davy authored
This is only useful for software cursor, but at least now we won't start it at (0, 0). Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Initialize manually the cursor structure fields for more clarity on its content. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
d3d9_get_pipe_depth_format_bindings assumes the input format is a depth stencil format. Previously the user could hit this function with an invalid format. Protect the last non protected call with a depth_stencil_format check. Another solution is to have d3d9_get_pipe_depth_format_bindings support non depth stencil format, but we don't want the user to create depth buffers with d3d formats that can't be one, it's better to check if the format can be depth buffer with d3d. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Tests show the clamping can be removed when mul_zero_wins is supported. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Most of the work was already there, just not implemented. Fixes: https://github.com/iXit/Mesa-3D/issues/318Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
Fix aliasing of colorarg_b4 with colorarg_b5. Fixes: https://github.com/iXit/Mesa-3D/issues/302Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
"tex_stage[s][D3DTSS_COLORARG0] >> 4" could be a two bit number, thus colorarg_b4 was incorrectly set. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
colorarg0, etc are 3 bits wide. Make the code more readable by adding an & 0x7 to further indicate we only remember the first 3 bits only. The 4th bit is always 0, and colorarg_b4, colorarg_b5, etc are used to store the 5th and 6th bits. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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Axel Davy authored
This is useful to see the matrices content in the log to debug. Signed-off-by:
Axel Davy <davyaxel0@gmail.com>
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