Just put a pointer to the state in the tri->inputs struct. Remove
some complex logic for eliminating unused statechanges in bins at the
expense of a slightly larger triangle struct.
Move this code back out to C for now, will generate separately.
Shader now takes a mask parameter instead of C0/C1/C2/etc.
Shader does not currently use that parameter and rasterizes whole
pixel stamps always.
Rather than inserting an lp_rast_fence command at the end of each
bin, have each rasterizer thread call this function directly once
it has run out of work to do on a particular scene.
This results in fewer calls to the mutex & related functions, but more
importantly makes it easier to recognize empty bins.
Need to flush command stream before mapping texture image
that is referenced by current cs.
Candidate for 7.8 branch.
Signed-off-by: Maciej Cencora <m.cencora@gmail.com>
There's already an implementation of pipe_barrier using
the other pipe_* primitives; just use that on Windows, too.
Now Windows passes pipe_barrier_test.
Unfortunately compiling with these defines enabled would mean
Gallium can't run on Windows XP/2003 or older.
Todo: Need a macro to declare if we don't care about WinXP
compatibililty.
Or at least a little of it. This version will sleep
for a fixed amount of time instead of just deadlocking,
which is a slight improvement.
Also do the same thing on any unrecognized platform.
An initial implementation made by Dave Airlie.
For it to be used, a color-only clear must be invoked and exactly one
point-sampled render target must be set. The render target must be
macrotiled (for us to overcome alignment issues) and bpp must be either
16 or 32.
I can't see a difference in performance. :(
Conflicts:
src/gallium/drivers/r300/r300_blit.c
With an ordinary quad, the pixels on the main diagonal are computed
and stored twice, which is somewhat inefficient and might not work well
with specialized clear codepaths.
When searching for valid miptree check images in range
of [BaseLeve, MaxLevel] not [MinLod, MaxLoad].
Prevents unnecessary miptree allocations in cases when during
every rendering operation different texture image level
was selected using MIN_LOD = MAX_LOD = level (for every level
new miptree for whole texture was allocated).
Candidate for 7.8 branch.
Signed-off-by: Maciej Cencora <m.cencora@gmail.com>
Always store selected miptree in texObj->mt so get_base_teximage_offset returns correct data.
Found with piglit/mipmap-setup.
Candidate for 7.8 branch.
Signed-off-by: Maciej Cencora <m.cencora@gmail.com>