4516fcc57f8f45fc0e2e4d8681fd5d74e4f31d7d |
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21-Nov-2011 |
Brian Paul <brianp@vmware.com> |
svga: move temp register index assertions The assertion recently added in dst_register() was invalid because that function is also (suprisingly) used to declare constant registers. Move the assertion to the callers where we're really creating temp registers and add some code to prevent emitting invalid temp register indexes for release builds. Also, update the comment for get_temp(). It didn't return -1 if it ran out of registers and none of the callers checked for that. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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f12f67c00a5a75ec58bef14f3cecda6c4c685727 |
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18-Nov-2011 |
Brian Paul <brianp@vmware.com> |
svga: check that we don't exceed temp register limit And assert on the register index in dst_register(). The dest can only be an output or temp reg and there's more of the later. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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2df15d07c04e768b15c33e142502e70cf1bf4ace |
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04-Nov-2011 |
José Fonseca <jfonseca@vmware.com> |
svga: Tighten the register file assertions. Untested. But should fix fdo 42576.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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58ea42b7db72586563914dea6fed9656caaf7678 |
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04-Nov-2011 |
Brian Paul <brianp@vmware.com> |
svga: implement generic variable index remapping The state tracker may generate shaders that use generic vs outputs / fs inputs like: DCL IN[0], GENERIC[0] DCL IN[1], GENERIC[10] DCL IN[2], GENERIC[11] This patch remaps 0, 10, 11 to small integers like 1, 2, 3 so that we stay inside the SVGA3D limit (8). The remapping is done to both the vertex shader outputs and the fragment shader inputs. The same mapping must be used for a vs/fs pair. Note that 'union svga_compile_key' is now 'struct svga_compile_key' because we needed to add the register remapping table. The change in size isn't really significant though (it's not a search key). Also, add assertions when building up SVGA3D src/dst registers to we don't try to store too large of value for the bitfield size. Reviewed-by: José Fonseca <jfonseca@vmware.com>
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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b875838ec302c4e830e13ebd5fa834fd22830279 |
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11-Oct-2011 |
Brian Paul <brianp@vmware.com> |
svga: remove old, unused sincos code for SM2.0
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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94b219b9e2c20711078b1628cf1fa599a29bf67f |
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11-Oct-2011 |
Brian Paul <brianp@vmware.com> |
svga: remove support for shader model 2.0 We've been requiring SM 3.0 all along so this just removes unused code. Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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2f40e4aac7ab79deb06ff6ab9ae03a896d7a9169 |
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13-Jul-2011 |
Brian Paul <brianp@vmware.com> |
svga: implement point sprite suppport Emit the SVGA3D_RS_POINTSPRITEENABLE render state. When sprite_coord_mode=PIPE_SPRITE_COORD_LOWER_LEFT emit extra frag shader code to invert the Y coordinate of the incoming texcoord.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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8bf3fb4eca5594f8348de2f8fb67bc94127f8d5a |
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07-Apr-2011 |
Jakob Bornecrantz <jakob@vmware.com> |
svga: Share one texcoord between depth and fog
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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166e9421c814d859f849b2aa476380725e74b408 |
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25-Mar-2011 |
Jakob Bornecrantz <jakob@vmware.com> |
svga: Wip for passing depth in a texcoord TODO: Can we pass this as the same texcoord as fog?
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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279492386ffe741c2f5b91919b37068562b6a282 |
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16-Sep-2010 |
Michal Krol <michal@vmware.com> |
svga: Integer constant register file has a separate namespace. Count int and float constants independently. Since there are only few i# constants available and hundreds of c# constants, it would be too easy to end up with an i# declaration out of its range.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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ae0ef6f69f351cacdc7eaa9b21097a7c1b414e44 |
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18-Aug-2010 |
Luca Barbieri <luca@luca-barbieri.com> |
gallium: make all checks for PIPE_TEXTURE_2D check for PIPE_TEXTURE_RECT too Searched for them with: git grep -E '[!=]=.*PIPE_TEXTURE_2D|PIPE_TEXTURE_2D.*[!=]=|case.*PIPE_TEXTURE_2D' Behavior hasn't been changed.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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7384cdf651dc69098f4d988dd3b217879ec63336 |
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22-Feb-2010 |
José Fonseca <jfonseca@vmware.com> |
svga: Don't emit zero writemasks. This fixes a regression with Lightsmark, where more compact TGSI from Mesa was causing a zero mask MOV to be emitted for shadow map compare, causing problems in some backends. Add a few more assertions to catch cases like this.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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84d41f3c7f636d182c659ab85a4449df50c43bc8 |
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02-Feb-2010 |
Keith Whitwell <keithw@vmware.com> |
svga: fix TXD and TXL opcode translation
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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a9cdae2ae07ee4a465f29eb0bff1e1e494345c69 |
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02-Feb-2010 |
Keith Whitwell <keithw@vmware.com> |
svga: texture from lod zero inside dynamic branching Texture derivatives are potentially undefined inside dynamic branches, so hardwire lod zero in this case. Treating all if/endif and loop constructs as dynamic branches.
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
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3192633d4abe262d413e41feb871fe8deed409d8 |
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16-Nov-2009 |
Jakob Bornecrantz <jakob@vmware.com> |
svga: Add svga driver
/external/mesa3d/src/gallium/drivers/svga/svga_tgsi_emit.h
|