Luca Barbieri [Thu, 23 Sep 2010 13:22:54 +0000 (15:22 +0200)]
d3d1x: rename params in misc and objects
Luca Barbieri [Thu, 23 Sep 2010 13:02:59 +0000 (15:02 +0200)]
d3d11: rename screen params
Luca Barbieri [Thu, 23 Sep 2010 12:22:10 +0000 (14:22 +0200)]
d3d1x: rename context params
Luca Barbieri [Thu, 23 Sep 2010 11:55:36 +0000 (13:55 +0200)]
d3d1x: minifix
Luca Barbieri [Thu, 23 Sep 2010 11:52:34 +0000 (13:52 +0200)]
d3d1x: remove specstrings
Luca Barbieri [Thu, 23 Sep 2010 11:44:22 +0000 (13:44 +0200)]
d3d1x: normalize whitespace
Luca Barbieri [Thu, 23 Sep 2010 11:31:30 +0000 (13:31 +0200)]
d3d1x: s/tpf/sm4/g
Luca Barbieri [Thu, 23 Sep 2010 11:17:45 +0000 (13:17 +0200)]
d3d1x: autogenerate shader enums and text from def files
This avoids the duplication in tpf.h and tpf_text.cpp
Luca Barbieri [Thu, 23 Sep 2010 09:58:09 +0000 (11:58 +0200)]
d3d1x: initialize the mutex
José Fonseca [Thu, 26 Aug 2010 14:30:51 +0000 (15:30 +0100)]
draw: Prevent clipped vertices overflow.
Some pathological triangles cause a theoritically impossible number of
clipped vertices.
The clipper will still assert, but at least release builds will not
crash, while this problem is further investigated.
Keith Whitwell [Thu, 23 Sep 2010 15:11:17 +0000 (16:11 +0100)]
draw: don't apply flatshading to clipped tris with <3 verts
If a triangle was completely culled by clipping, we would still try to
fix up its provoking vertex.
Luca Barbieri [Thu, 23 Sep 2010 01:49:17 +0000 (03:49 +0200)]
d3d1x: bind NULL CSOs before destroying default CSOs on context dtor
Otherwise softpipe and llvmpipe assert.
Luca Barbieri [Thu, 23 Sep 2010 01:35:50 +0000 (03:35 +0200)]
d3d1x: fix deadlocks on non-recursive mutex
Dave Airlie [Thu, 23 Sep 2010 06:12:23 +0000 (16:12 +1000)]
egl: fix build since
17eace581d25a626a7d75d9d1205d012cbb14a6e
looks like mesa st didn't get updated.
Dave Airlie [Thu, 23 Sep 2010 06:02:54 +0000 (16:02 +1000)]
r600g: fix warnings since last commit.
Dave Airlie [Thu, 23 Sep 2010 03:34:36 +0000 (13:34 +1000)]
r600g: use blitter to do db->cb flushing.
use the blitter + custom stage to avoid doing a whole lot of state
setup by hand. This makes life a lot easier for doing this on evergreen
it also keeps all the state setup in one place.
We setup a custom context state at the start with a flag to denote
its for the flush, when it gets generated we generate the correct state
for the flush and no longer have to do it all by hand.
this should also make adding texture *to* depth easier.
Dave Airlie [Thu, 23 Sep 2010 04:18:22 +0000 (14:18 +1000)]
u_blitter: add a custom blitter call passing a dsa cso
reimplement the flush stage added for r300 to allow a custom DSA stage
to be used in the pipeline, this allows for r600 hw DB->CB flushes.
Luca Barbieri [Thu, 23 Sep 2010 01:10:50 +0000 (03:10 +0200)]
d3d1x: properly reference count the backend
Kristian Høgsberg [Thu, 23 Sep 2010 02:01:17 +0000 (22:01 -0400)]
dri: Pass the __DRIscreen and the __DRIscreen private back to image lookup
We will typically have a current context when we need to lookup the image,
but the lookup implementation don't need it so drop it.
Zack Rusin [Thu, 23 Sep 2010 00:40:44 +0000 (20:40 -0400)]
rbug: fix rbug when contexts are being destroyed
Dave Airlie [Thu, 23 Sep 2010 00:30:35 +0000 (10:30 +1000)]
r600g: fix typo in evergreen register list
pointed out by glisse on irc.
Dave Airlie [Thu, 23 Sep 2010 00:20:56 +0000 (10:20 +1000)]
r600g: fix depth readback on rv610 and other quirky variants.
at least zreaddraw works for me here now on my rv610
Dave Airlie [Thu, 23 Sep 2010 00:01:08 +0000 (10:01 +1000)]
r600g: use floats instead of hex for blit vbo
once I go past 0x3f80000, I can't translate hex to float in-brain anymore.
Eric Anholt [Wed, 22 Sep 2010 21:58:29 +0000 (14:58 -0700)]
i965: Warning fix for vector result any_nequal/all_equal change.
Eric Anholt [Wed, 22 Sep 2010 21:52:38 +0000 (14:52 -0700)]
i965: Update expression splitting for the vector-result change to compares.
Fixes:
glsl1-precision exp2
glsl1-precision log2
Eric Anholt [Wed, 22 Sep 2010 21:40:40 +0000 (14:40 -0700)]
i965: When splitting vector variable assignment, ignore unset channels.
The new checks for sanity in ir_assignment creation got angry about
this write_mask == 0. Fixes:
glsl-fs-dot-vec2.
glsl-fs-atan-2
glsl-fs-dot-vec2
Kristian Høgsberg [Wed, 22 Sep 2010 21:34:00 +0000 (17:34 -0400)]
glx: Invalidate buffers after binding a drawable
If the server doesn't send invalidate events, we may miss a
resize before the rendering starts. Invalidate the buffers now
so the driver will recheck before rendering starts.
https://bugs.freedesktop.org/show_bug.cgi?id=29984
https://bugs.freedesktop.org/show_bug.cgi?id=30155
Eric Anholt [Wed, 22 Sep 2010 21:14:30 +0000 (14:14 -0700)]
i965: Fix the vector/expression splitting for the write_mask change.
+113 piglits.
Jakob Bornecrantz [Wed, 22 Sep 2010 20:29:15 +0000 (22:29 +0200)]
tgsi: Fix missing test before check
As introduced with commit
d21301675c249602e19310d5b62fad424f2f2ac2
NOTE: This is a candidate for the 7.9 branch.
Eric Anholt [Wed, 22 Sep 2010 20:07:57 +0000 (13:07 -0700)]
ir_to_mesa: Only compare vector_elements present for any_nequal/all_equal
Fixes: glsl-mat-from-int-ctor-03
Eric Anholt [Wed, 22 Sep 2010 18:43:58 +0000 (11:43 -0700)]
glsl: Fix copy'n'wasted ir_noop_swizzle conditions.
It considered .xyyy a noop for vec4 instead of .xyzw, and similar for vec3.
Eric Anholt [Wed, 22 Sep 2010 18:47:03 +0000 (11:47 -0700)]
glsl: Rework assignments with write_masks to have LHS chan count match RHS.
It turns out that most people new to this IR are surprised when an
assignment to (say) 3 components on the LHS takes 4 components on the
RHS. It also makes for quite strange IR output:
(assign (constant bool (1)) (x) (var_ref color) (swiz x (var_ref v) ))
(assign (constant bool (1)) (y) (var_ref color) (swiz yy (var_ref v) ))
(assign (constant bool (1)) (z) (var_ref color) (swiz zzz (var_ref v) ))
But even worse, even we get it wrong, as shown by this line of our
current step(float, vec4):
(assign (constant bool (1)) (w)
(var_ref t)
(expression float b2f (expression bool >=
(swiz w (var_ref x))(var_ref edge))))
where we try to assign a float to the writemasked-out x channel and
don't supply anything for the actual w channel we're writing. Drivers
right now just get lucky since ir_to_mesa spams the float value across
all the source channels of a vec4.
Instead, the RHS will now have a number of components equal to the
number of components actually being written. Hopefully this confuses
everyone less, and it also makes codegen for a scalar target simpler.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Luca Barbieri [Wed, 22 Sep 2010 17:33:54 +0000 (19:33 +0200)]
d3d1x: add Wine dlls (tri, tex working, but no other testing)
Luca Barbieri [Wed, 22 Sep 2010 17:31:54 +0000 (19:31 +0200)]
d3d1x: define GUIDs in the normal way
Luca Barbieri [Wed, 22 Sep 2010 17:31:34 +0000 (19:31 +0200)]
d3d1x: fix API name
Luca Barbieri [Wed, 22 Sep 2010 11:51:53 +0000 (13:51 +0200)]
d3d1x: redesign the HWND resolver interface
This one should be powerful enough to hook up Wine.
Luca Barbieri [Wed, 22 Sep 2010 17:04:36 +0000 (19:04 +0200)]
d3d1x: fix GUID declarations
Luca Barbieri [Wed, 22 Sep 2010 14:29:36 +0000 (16:29 +0200)]
d3d1x: destroy native_display on adapter destruction
Kristian Høgsberg [Wed, 22 Sep 2010 19:07:15 +0000 (15:07 -0400)]
dri2: Make createImageFromName() take a __DRIscreen instead of __DRIcontext
We can't expect to have a context when this is called, and we don't need one
so just require a __DRIscreen instead.
Reported by Yu Dai <yu.dai@intel.com>
Jerome Glisse [Wed, 22 Sep 2010 18:59:09 +0000 (14:59 -0400)]
r600g: fix multiple occlusion query on same id
When calling query begin using same query id we need to discard
previous query results.
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Jerome Glisse [Wed, 22 Sep 2010 18:00:53 +0000 (14:00 -0400)]
r600g: disable shader rebuild optimization & account cb flush packet
Shader rebuild should be more clever, we should store along each
shader all the value that change shader program rather than using
flags in context (ie change sequence like : change vs buffer, draw,
change vs buffer, switch shader will trigger useless shader rebuild).
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Brian Paul [Wed, 22 Sep 2010 17:20:48 +0000 (11:20 -0600)]
llvmpipe: fix sprite texcoord setup for non-projective texturing
Normally the Mesa state tracker uses TXP instructions for texturing.
But if a fragment shader uses texture2D() that's a TEX instruction.
In that case we were incorrectly computing the texcoord coefficients
in the point sprite setup code. Some new comments in the code explain
things.
Brian Paul [Wed, 22 Sep 2010 15:30:16 +0000 (09:30 -0600)]
configs: remove egl-swrast target from linux-dri config
Kristian Høgsberg [Wed, 22 Sep 2010 15:01:11 +0000 (11:01 -0400)]
intel: Fix GL_ARB_shading_language_120 commit
Fix commit
e7087175f8a04f777403366fb34b58edd00f4d60. Move the reference to
GL_VERSION_2_1_functions to intel_extensions.c where it's available,
don't try to enable a non-existing extension and advertise 1.20 for all
intel chipsets, not just GEN4 and up.
Jerome Glisse [Wed, 22 Sep 2010 14:32:44 +0000 (10:32 -0400)]
r600g: flush color buffer after draw command
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
José Fonseca [Wed, 22 Sep 2010 14:02:10 +0000 (15:02 +0100)]
llvmpipe: Make rgb/alpha bland func/factors match, when there is no alpha.
Makes AoS blending easier, and state more canonical.
José Fonseca [Wed, 22 Sep 2010 13:48:28 +0000 (14:48 +0100)]
llvmpipe: Special case complementary and identify blend factors in SoA.
One multiplication instead of two.
Also fix floating point random number generation and verification.
TODO: Do the same for AoS blending.
José Fonseca [Sat, 11 Sep 2010 12:21:44 +0000 (13:21 +0100)]
gallivm: Add unorm support to lp_build_lerp()
Unfortunately this can cause segfault with LLVM 2.6, if x is a constant.
José Fonseca [Sat, 11 Sep 2010 12:20:27 +0000 (13:20 +0100)]
util: Flush stdout on util_format.
Luca Barbieri [Wed, 22 Sep 2010 11:54:07 +0000 (13:54 +0200)]
d3d1x: fix segfault when hashing
Luca Barbieri [Wed, 22 Sep 2010 11:25:45 +0000 (13:25 +0200)]
d3d1x: fix warning
Luca Barbieri [Wed, 22 Sep 2010 11:24:55 +0000 (13:24 +0200)]
d3d1x: fix cf analysis
Luca Barbieri [Wed, 22 Sep 2010 11:22:00 +0000 (13:22 +0200)]
d3d1x: link with CXXFLAGS
Otherwise, -m32 doesn't make it there.
Luca Barbieri [Wed, 22 Sep 2010 11:21:13 +0000 (13:21 +0200)]
d3d1x: add missing memory barrier
Luca Barbieri [Wed, 22 Sep 2010 09:35:05 +0000 (11:35 +0200)]
d3d1x: don't build progs automatically
progs requires winsys, which hasn't yet been built by the time we
go into state_trackers.
It may be a good idea to also move it into tests.
After a normal build, run make in src/gallium/state_trackers/d3d1x/progs
to build them.
Luca Barbieri [Wed, 22 Sep 2010 07:37:23 +0000 (09:37 +0200)]
winsys: automatically build sw winsys needed by EGL and d3d1x
A cleaner solution would be preferable, but this does no harm and works.
Luca Barbieri [Wed, 22 Sep 2010 05:44:59 +0000 (07:44 +0200)]
glx: decouple dri2.c and GLX, fixing Gallium EGL and d3d1x build
The Gallium EGL state tracker reuses dri2.c but not the GLX code.
Currently there is a bit of code in dri2.c that is incorrectly tied
to GLX: instead, make it call an helper that both GLX and Gallium EGL
implement, like dri2InvalidateBuffers.
This avoids a link error complaining that dri2GetGlxDrawableFromXDrawableId
is undefined.
Note that we might want to move the whole event translation elsewhere,
and probably stop using non-XCB DRI2 altogether, but this seems to be
the minimal fix.
Luca Barbieri [Wed, 22 Sep 2010 05:17:38 +0000 (07:17 +0200)]
nvfx: remove gl_PointCoord hack
Now Gallium has the proper fix, thanks to Brian Paul.
Luca Barbieri [Wed, 22 Sep 2010 05:15:15 +0000 (07:15 +0200)]
d3d1x: attempt to fix/workaround bug #30322
This may just be hiding some other bug though, since the types are supposed
to be the same (and it compiles for me).
Anyway, this interface will likely need to changed, since it seems Wine needs
a more powerful one capable of expressing window subregions and called at
every Present.
Dave Airlie [Wed, 22 Sep 2010 04:27:58 +0000 (14:27 +1000)]
r600g: disable dirty handling on texture from depth code.
nothing was every dirtying the object again, the mesa-demos
reflect test was just stalling.
this fixes glean readPixSanity.
Dave Airlie [Wed, 22 Sep 2010 04:19:16 +0000 (14:19 +1000)]
r600g: make stencil readback work
need to write two components to get stencil components as well
Dave Airlie [Wed, 22 Sep 2010 02:57:45 +0000 (12:57 +1000)]
r600g: cleanup some of the DB blit code
add cb/db flush states to the blit code.
add support for the rv6xx that need special treatment.
according to R6xx_7xx_3D.pdf
set r700 CB_SHADER_CONTROL reg in blit code
docs say dual export should be disabled for DB->CB
Dave Airlie [Tue, 21 Sep 2010 03:16:32 +0000 (13:16 +1000)]
r600g: fix typo in struct member name
Jerome Glisse [Wed, 22 Sep 2010 00:24:51 +0000 (20:24 -0400)]
r600g: occlusion query for new design
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Brian Paul [Wed, 22 Sep 2010 00:13:02 +0000 (18:13 -0600)]
mesa: don't advertise bogus GL_ARB_shading_language_120 extension
Instead of using the invalid GL_ARB_shading_language_120 extension to
determine the GLSL version, use a new ctx->Const.GLSLVersion field.
Updated the intel and r600 drivers, but untested.
See fd.o bug 29910
NOTE: This is a candidate for the 7.9 branch (but let's wait and see if
there's any regressions).
Vinson Lee [Tue, 21 Sep 2010 22:17:52 +0000 (15:17 -0700)]
glut: Define eventParser for non-Windows only.
Fixes this GCC warning on MinGW build.
glut_input.c:295: warning: 'eventParser' defined but not used
Vinson Lee [Tue, 21 Sep 2010 22:11:00 +0000 (15:11 -0700)]
glut: Define markWindowHidden for non-Windows only.
Fixes this GCC warning on MinGW build.
glut_event.c:255: warning: 'markWindowHidden' defined but not used
Brian Paul [Tue, 21 Sep 2010 21:29:26 +0000 (15:29 -0600)]
softpipe: add missing calls to set draw vertex samplers/views
Part of the fix for running softpipe w/ LLVM-enabled draw module.
Brian Paul [Tue, 21 Sep 2010 21:25:31 +0000 (15:25 -0600)]
gallivm: fix lp_build_sample_compare()
The old code didn't really make sense. We only need to compare the
X channel of the texture (depth) against the texcoord.
For (bi)linear sampling we should move the calls to this function
and compute the final result as (s1+s2+s3+s4) * 0.25. Someday.
This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
Luca Barbieri [Tue, 21 Sep 2010 21:21:35 +0000 (23:21 +0200)]
d3d1x: ignore errors while building docs
Some versions of dot apparently lack pdf output.
Jerome Glisse [Tue, 21 Sep 2010 20:56:59 +0000 (16:56 -0400)]
r600g: fix multi buffer rendering
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Brian Paul [Tue, 21 Sep 2010 20:56:58 +0000 (14:56 -0600)]
glsl2: fix typo in error msg
Luca Barbieri [Tue, 21 Sep 2010 20:47:09 +0000 (22:47 +0200)]
d3d1x: fix GCC 4.1/4.2 build
Luca Barbieri [Tue, 21 Sep 2010 20:34:40 +0000 (22:34 +0200)]
d3d1x: add template parameters to base class ctor calls for GCC 4.4
GCC 4.5 is fine without them, but GCC 4.4 requires them.
Should fully fix the build on GCC 4.4
Luca Barbieri [Tue, 21 Sep 2010 20:08:37 +0000 (22:08 +0200)]
d3d1x: fix build with compilers other than GCC 4.5
There was some libstdc++-specific code that would only build with GCC 4.5
Now it should be much more compatible, at the price of reimplementing
the generic hash function.
Tilman Sauerbeck [Tue, 21 Sep 2010 19:57:35 +0000 (21:57 +0200)]
gallium/docs: The RET opcode may appear anywhere in a subroutine.
Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
Eric Anholt [Tue, 21 Sep 2010 19:05:37 +0000 (12:05 -0700)]
i965: Track the windowizer's dispatch for kill pixel, promoted, and OQ
Looks like the problem was we weren't passing the depth to the render
target as expected, so the chip would wedge. Fixes GPU hang in
occlusion-query-discard.
Bug #30097
Eric Anholt [Tue, 21 Sep 2010 17:53:34 +0000 (10:53 -0700)]
i965: Also enable CC statistics when doing OQs.
This is required by the spec, so respect that.
Eric Anholt [Tue, 21 Sep 2010 17:35:50 +0000 (10:35 -0700)]
i965: Share the KIL_NV implementation between glsl and non-glsl.
Jerome Glisse [Tue, 21 Sep 2010 18:36:44 +0000 (14:36 -0400)]
r600g: directly allocate bo for user buffer
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
Eric Anholt [Tue, 21 Sep 2010 17:08:38 +0000 (10:08 -0700)]
glsl: Add definition of gl_TextureMatrix inverse/transpose builtins.
Fixes glsl2/builtin-texturematrix.
Bug #30196.
José Fonseca [Tue, 21 Sep 2010 16:51:06 +0000 (17:51 +0100)]
llvmpipe: When failing free fs shader too.
José Fonseca [Tue, 21 Sep 2010 16:50:30 +0000 (17:50 +0100)]
llvmpipe: Describe how to profile llvmpipe.
Brian Paul [Tue, 21 Sep 2010 16:07:52 +0000 (10:07 -0600)]
draw: new draw_fs.[ch] files
Brian Paul [Tue, 21 Sep 2010 15:57:25 +0000 (09:57 -0600)]
Merge branch 'sprite-coord'
Kristian Høgsberg [Tue, 21 Sep 2010 13:56:05 +0000 (09:56 -0400)]
glx: Hold on to drawables if we're just switching to another context
https://bugs.freedesktop.org/show_bug.cgi?id=30234
Luca Barbieri [Tue, 21 Sep 2010 14:00:45 +0000 (16:00 +0200)]
d3d1x: actually enable and fix blob apis
Luca Barbieri [Tue, 21 Sep 2010 13:51:02 +0000 (15:51 +0200)]
d3d1x: add missing file
Luca Barbieri [Tue, 21 Sep 2010 13:39:42 +0000 (15:39 +0200)]
d3d1x: fix compilation with recent Wine versions installed
Recent Wine versions provide a d3d11shader.h, which is however empty
and was getting used instead of our non-empty one.
Correct the include path order to fix this.
Luca Barbieri [Tue, 21 Sep 2010 00:39:52 +0000 (02:39 +0200)]
d3d1x: add blob and signature extraction APIs
NOTE: untested, needs a testing tool!
Keith Whitwell [Tue, 21 Sep 2010 13:28:51 +0000 (14:28 +0100)]
llvmpipe: fix flatshading in new line code
Calculate interpolants before rearranging the vertices.
Luca Barbieri [Sun, 12 Sep 2010 00:49:36 +0000 (02:49 +0200)]
d3d1x: add new Direct3D 10/11 COM state tracker for Gallium
This is a new implementation of the Direct3D 11 COM API for Gallium.
Direct3D 10 and 10.1 implementations are also provided, which are
automatically generated with s/D3D11/D3D10/g plus a bunch of #ifs.
While this is an initial version, most of the code is there (limited
to what Gallium can express), and tri, gears and texturing demos
are working.
The primary goal is to realize Gallium's promise of multiple API
support, and provide an API that can be easily implemented with just
a very thin wrapper over Gallium, instead of the enormous amount of
complex code needed for OpenGL.
The secondary goal is to run Windows Direct3D 10/11 games on Linux
using Wine.
Wine dlls are currently not provided, but adding them should be
quite easy.
Fglrx and nvidia drivers can also be supported by writing a Gallium
driver that talks to them using OpenGL, which is a relatively easy
task.
Thanks to the great design of Direct3D 10/11 and closeness to Gallium,
this approach should not result in detectable overhead, and is the
most maintainable way to do it, providing a path to switch to the
open Gallium drivers once they are on par with the proprietary ones.
Currently Wine has a very limited Direct3D 10 implementation, and
completely lacks a Direct3D 11 implementation.
Note that Direct3D 10/11 are completely different from Direct3D 9
and earlier, and thus warrant a fully separate implementation.
The third goal is to provide a superior alternative to OpenGL for
graphics programming on non-Windows systems, particularly Linux
and other free and open systems.
Thanks to a very clean and well-though design done from scratch,
the Direct3D 10/11 APIs are vastly better than OpenGL and can be
supported with orders of magnitude less code and development time,
as you can see by comparing the lines of code of this commit and
those in the existing Mesa OpenGL implementation.
This would have been true for the Longs Peak proposal as well, but
unfortunately it was abandoned by Khronos, leaving the OpenGL
ecosystem without a graphics API with a modern design.
A binding of Direct3D 10/11 to EGL would solve this issue in the
most economical way possible, and this would be great to provide
in Mesa, since DXGI, the API used to bind Direct3D 10/11 to Windows,
is a bit suboptimal, especially on non-Windows platforms.
Finally, a mature Direct3D 10/11 implementation is intrinsically going
to be faster and more reliable than an OpenGL implementation, thanks
to the dramatically smaller API and the segregation of all nontrivial
work to object creation that the application must perform ahead of
time.
Currently, this commit contains:
- Independently created headers for Direct3D 10, 10.1, 11 and DXGI 1.1,
partially based on the existing Wine headers for D3D10 and DXGI 1.0
- A parser for Direct3D 10/11 DXBC and TokenizedProgramFormat (TPF)
- A shader translator from TokenizedProgramFormat to TGSI
- Implementation of the Direct3D 11 core interfaces
- Automatically generated implementation of Direct3D 10 and 10.1
- Implementation of DXGI using the "native" framework of the EGL st
- Demos, usable either on Windows or on this implementation
- d3d11tri, a clone of tri
- d3d11tex, a (multi)texturing demo
- d3d11gears, an improved version of glxgears
- d3d11spikysphere, a D3D11 tessellation demo (currently Windows-only)
- A downloader for the Microsoft HLSL compiler, needed to recompile
the shaders (compiled shader bytecode is also included)
To compile this, configure at least with these options:
--with-state-trackers=egl,d3d1x --with-egl-platforms=x11
plus some gallium drivers (such as softpipe with --enable-gallium-swrast)
The Wine headers (usually from a wine-dev or wine-devel package) must
be installed.
Only x86-32 has been tested.
You may need to run "make" in the subdirectories of src/gallium/winsys/sw
and you may need to manually run "sudo make install" in
src/gallium/targets/egl
To test it, run the demos in the "progs" directory.
Windows binaries are included to find out how demos should work, and to
test Wine integration when it will be done.
Enjoy, and let me know if you manage to compile and run this, or
which issues you are facing if not.
Using softpipe is recommended for now, and your mileage with hardware
drivers may vary.
However, getting this to work on hardware drivers is also obviously very
important.
Note that currently llvmpipe is buggy and causes all 3 gears to be
drawn with the same color.
Use export GALLIUM_DRIVER=softpipe to avoid this.
Thanks to all the Gallium contributors and especially the VMware
team, whose work made it possible to implement Direct3D 10/11 much
more easily than it would have been otherwise.
Tilman Sauerbeck [Tue, 21 Sep 2010 06:13:03 +0000 (08:13 +0200)]
r600g: Removed debug code.
Signed-off-by: Tilman Sauerbeck <tilman@code-monkey.de>
Dave Airlie [Tue, 21 Sep 2010 09:57:58 +0000 (19:57 +1000)]
r600g: fix eg texture borders.
texture border regs are indexed on evergreen.
Dave Airlie [Tue, 21 Sep 2010 09:57:15 +0000 (19:57 +1000)]
r600g: fixup evergreen miptree setup.
eg seems to have a higher pitch aligmment requirement and uses r700 cube setup
this fixes a couple of piglit tests here.
Tom Stellard [Thu, 16 Sep 2010 17:31:19 +0000 (10:31 -0700)]
r300/compiler: Refactor the pair instruction data structures
Use rc_pair_ prefix for all pair instruction structs
Create a named struct for pair instruction args
Replace structs radeon_pair_instruction_{rgb,alpha} with struct
radeon_pair_sub_instruction. These two structs were nearly identical
and were creating a lot of cut and paste code. These changes are the
first step towards removing some of that code.
Dave Airlie [Tue, 21 Sep 2010 01:32:15 +0000 (11:32 +1000)]
r600g: set back to correct codepaths.
Jerome please use git diff and git show before pushing.
Dave Airlie [Tue, 21 Sep 2010 01:24:49 +0000 (11:24 +1000)]
r600g: deal with overflow of VTX/TEX CF clauses.
running piglit's texrect-many caused the vtx to overflow.
Vinson Lee [Tue, 21 Sep 2010 01:20:04 +0000 (18:20 -0700)]
tgsi: Remove duplicate case value.
Francisco Jerez [Fri, 17 Sep 2010 18:58:43 +0000 (20:58 +0200)]
dri/nouveau: Fix software mipmap generation on 1x1 textures.