The pipe_sampler_view's swizzle terms also apply to the texture border
color. Simply move the apply_sampler_swizzle() call after we fetch
the border color.
Fixes many piglit texwrap failures.
this is more a proof to show vector shifts on x86 with per-element shift count
are evil. Since we can avoid the shift with a single compare/select, use that
instead. Replaces more than 20 instructions (and slow ones at that) with about 3,
and cuts compiled shader size with mesa's yuvsqure demo by over 10%
(no performance measurements done - but selection is blazing fast).
Might want to revisit that for future cpus - unfortunately AVX won't have vector
shifts neither, but AMD's XOP will, but even in that case using selection here
is probably not slower.
gallivm: don't use URem/UDiv when calculating offsets for blocks
While it's true that llvm can and will indeed replace this with bit
arithmetic (since block height/width is POT), it does so (llvm 2.7) by element
and hence extracts/shifts/reinserts each element individually.
This costs about 16 instructions (and extract is not really fast) vs. 1...
llvmpipe: make min/max lod and lod bias dynamic state
Before, changing any of these sampler values triggered generation
of new JIT code. Added a new flag for the special case of
min_lod == max_lod which is hit during auto mipmap generation.
util: make calling remove_from_list multiple times in a row safe
This commit fixes an infinite loop in foreach_s if remove_from_list is used
more than once on the same item with other list operations in between.
NOTE: This is a candidate for the 7.9 branch because the commit
"r300g: fixup long-lived BO maps being incorrectly unmapped when flushing"
depends on it.
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.
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.
Depth-only and stencil-only clears should mask out depth/stencil from the
output, mask out stencil/input from input, and OR or ADD them together.
However, due to a typo they were being ANDed, resulting in zeroing the buffer.
gallium: rework handling of sprite_coord_enable state
Implement the pipe_rasterizer_state::sprite_coord_enable field
in the draw module (and softpipe) according to what's specified
in the documentation.
The draw module can now add any number of extra vertex attributes
to a post-transformed vertex and generate texcoords for those
attributes per sprite_coord_enable. Auto-generated texcoords
for sprites only worked for one texcoord unit before.
The frag shader gl_PointCoord input is now implemented like any
other generic/texcoord attribute.
The draw module now needs to be informed about fragment shaders
since we need to look at the fragment shader's inputs to know
which ones need auto-generated texcoords.
Only softpipe has been updated so far.