Commit Graph

47159 Commits

Author SHA1 Message Date
Christoph Bumiller 27b0c9d513 d3d1x: set primitive restart in the correct draw calls 2011-10-21 23:00:40 +02:00
Christoph Bumiller bb0482a55b nv50/ir: import SM4 converter 2011-10-21 23:00:40 +02:00
Christoph Bumiller d988361ead nouveau,nvc0: fix/improve handling of multiple constant buffers 2011-10-21 23:00:40 +02:00
Christoph Bumiller 28271fd00d nvc0: add support for linear and buffer textures and RTs 2011-10-21 23:00:40 +02:00
Christoph Bumiller 73ea0e7fd4 nvc0: add support for clip distance shader outputs 2011-10-21 23:00:40 +02:00
Christoph Bumiller b4ecef4b1b nvc0: handle more query types 2011-10-21 23:00:40 +02:00
Christoph Bumiller 3cc1dd5b80 nvc0: fix location of the PrimitiveID output 2011-10-21 23:00:39 +02:00
Christoph Bumiller 3637537a1f nvc0: prevent VERTEXID/INSTANCEID from consuming input slots 2011-10-21 23:00:39 +02:00
Christoph Bumiller 44c23e9052 nvc0: fixes for program tessellation parameters 2011-10-21 23:00:39 +02:00
Christoph Bumiller 8bc3a87f40 nv50,nvc0: reset per-instance state for inactive vertex elements 2011-10-21 23:00:39 +02:00
Christoph Bumiller 6994b57a50 nv50,nvc0: reset base element in draw_arrays
It affects VERTEX_BUFFER_FIRST,COUNT submission, too.
2011-10-21 23:00:39 +02:00
Christoph Bumiller 8828004e67 nvc0: apply first_layer offset to all resources with array_size
Makes CUBE arrays work with d3d1x.
2011-10-21 23:00:39 +02:00
Christoph Bumiller 840bc04b43 nvc0: emit state to allow GP to select the RT layer 2011-10-21 23:00:39 +02:00
Christoph Bumiller 6db14200eb nvc0: validate GP samplers, textures 2011-10-21 23:00:39 +02:00
Christoph Bumiller e104bb9f92 nvc0: fix clear_render_target/depth_stencil region
In all 3 dimensions (now clearing all layers too).
2011-10-21 23:00:39 +02:00
Christoph Bumiller ff583a47ee nvc0: fix assertion that immediate array buffer fits 2011-10-21 23:00:39 +02:00
Christoph Bumiller 52c8c52b22 nv50/ir: use RDSV to fetch FrontFacing before lowering 2011-10-21 23:00:39 +02:00
Christoph Bumiller 9c930639d9 nv50/ir: fix textureGrad with offsets and in non-FPs 2011-10-21 23:00:39 +02:00
Christoph Bumiller 0e4e0ca6df nv50/ir: add wrap mode for shift operations
D3D1x specifies that only the low 5 bit of the shift are used.
2011-10-21 23:00:39 +02:00
Christoph Bumiller 974102c7c2 nv50/ir: initialize RelocInfo to 0 2011-10-21 23:00:38 +02:00
Christoph Bumiller 7920c3c192 nvc0/ir: fix emission of cvt when register and type size differ 2011-10-21 23:00:38 +02:00
Christoph Bumiller 37a08ddce5 nv50/ir: fix argument count for CUBE_ARRAY texture target 2011-10-21 23:00:38 +02:00
Christoph Bumiller 2ec5c8feb3 nvc0/ir: GP emit address must end up in $r0 2011-10-21 23:00:38 +02:00
Christoph Bumiller 30cb66cd74 nvc0/ir: TXQ requires different lowering from normal TEX 2011-10-21 23:00:38 +02:00
Christoph Bumiller 6b27f14680 nv50/ir: initialize default prog_info values for GP,TP 2011-10-21 23:00:38 +02:00
Christoph Bumiller 63ca1abcc4 nv50/ir: fix memory value equality check 2011-10-21 23:00:38 +02:00
Christoph Bumiller e3a3844e8d nv50/ir: fix leak in removal of graph root 2011-10-21 23:00:38 +02:00
Christoph Bumiller d5cfab703b d3d1x: fix/improve OMSetRenderTargets
Don't count trailing NULL RTVs.
Don't skip update if only DSV has changed.
2011-10-21 23:00:38 +02:00
Christoph Bumiller 3dff43d897 d3d1x: avoid translating invalid blend, depth or stencil state 2011-10-21 23:00:38 +02:00
Christoph Bumiller 74ff845e33 d3d1x: add support for buffer views 2011-10-21 23:00:38 +02:00
Christoph Bumiller 1fc5aee8ff d3d1x: improve CreateInputLayout 2011-10-21 23:00:38 +02:00
Christoph Bumiller 856f3336dc d3d1x/context: fix IASetVertexBuffers stride comparison 2011-10-21 23:00:38 +02:00
Christoph Bumiller 5b6f3a2e3c d3d1x: use ZS formats for TYPELESS resources with DS binding 2011-10-21 23:00:38 +02:00
Christoph Bumiller 845808f105 d3d1x: use resource format if view format is UNKNOWN 2011-10-21 23:00:37 +02:00
Christoph Bumiller 5081ebf238 d3d1x: fix shadow comparison to gallium enum off by one 2011-10-21 23:00:37 +02:00
Christoph Bumiller c0e03c7694 d3d1x: improve CheckFormatSupport 2011-10-21 23:00:37 +02:00
Christoph Bumiller 77574bf0f4 d3d1x: update format mapping table
Use the proper integer formats.
Fix mapping of some PIPE depth formats to DXGI.
2011-10-21 23:00:37 +02:00
Christoph Bumiller 6ab6c43079 d3d1x: fix translation of subresource to layer 2011-10-21 23:00:37 +02:00
Christoph Bumiller 4b7851623e d3d1x: fix initial data upload for 3D textures 2011-10-21 23:00:37 +02:00
Christoph Bumiller dac5baf2e4 d3d1x: MipLevels -1 in resource view desc means all 2011-10-21 23:00:37 +02:00
Christoph Bumiller 5d70b5d10b d3d1x/dxgi: fix initialization of pipe_box for Present copy 2011-10-21 23:00:37 +02:00
Christoph Bumiller c463dfe4e4 d3d1x: implement array textures 2011-10-21 23:00:37 +02:00
Christoph Bumiller c43b2f6a30 nvc0/ir: handle levelZero modifier in TEX emission 2011-10-21 23:00:37 +02:00
Christoph Bumiller b5f2c0505f nvc0/ir: fix lowering of DIV F32 2011-10-21 23:00:37 +02:00
Christoph Bumiller cb88426293 d3d1x: fix refcounting of GalliumD3D11DeviceChild objects
An external Release would have lowered the device reference count,
but an internal reference in the context does not raise it (by
design).
2011-10-21 23:00:37 +02:00
Christoph Bumiller 3fc2818f2b nvc0/ir: fix xy confusion typo in readTessCoord 2011-10-21 23:00:37 +02:00
Christoph Bumiller c8ae342bf3 d3d1x/sm4: save CUSTOMDATA
This is the data for the immediate constant buffer.
2011-10-21 23:00:36 +02:00
Christoph Bumiller 903e3257d0 d3d1x: add FORK/JOIN phase opcodes to declarations
The phase instance counts are not necessarily redeclared so with
the separation of declarations and instructions we wouldn't know
which instance count applies to which phase.
2011-10-21 23:00:36 +02:00
Christoph Bumiller d2cc8aedb5 d3d1x: add shader signature to sm4_program
Correct linkage requires examining the signature itself, it cannot
be reconstructed from declarations only since unused registers may
have been omitted from them.
2011-10-21 23:00:36 +02:00
Christoph Bumiller 47eb8a23eb d3d1x: attempt to detect D3D10 feature level
Virtually all applications refuse to use the D3D10 backend if this
level is not supported, which makes testing annoying.
2011-10-21 23:00:36 +02:00