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