Compile tested only.
This was a deeper change than I was hoping for, due to the
layering of the pipe_texture implementation in each driver on
top of a shared pipe_buffer implementation in the shared code.
Have modified the shared code to act as a set of convenience
routines operating on nouveau_bo objects.
Each driver now uses the u_resource_vtbl technique to split the
implementation of pipe_resources between the existing miptree code
for textures and a new, minimal buffer implementation in each
driver.
Eventually these should be combined, not least because APIs are now
allowing things like binding buffer resources as textures and render
targets.
If we change the tiling on a buffer we need to flush it, the old
radeon_buffer.c code had this but it crossed streams when I ported to
radeon_drm_buffer.c and I missed it. Should fix some piglit regressions.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Do a very shallow conversion - basically keeping the existing
buffer and texture code intact and using a vtbl struct
inside our resource struct to select between the two implementations.
The buffer and texture treatments could be further merged without
much effort, but try to keep the existing code working at this point.
gallivm: simplify and clean-up Z/stencil bit mask/shift code
Refactor the code into two helper functions which compute the bit mask
and shift terms for Z and stencil. Plus add a bunch of new comments to
explain everything.
st/vega: fix up vega state tracker to use cso changes
use cso fragment sampler views instead of sampler textures.
since we don't really change views, try to store sampler views instead
of the textures to avoid having to recreate views most of the time.
gallivm/llvmpipe: added lp_rast_shader_inputs::facing and pass through
The triangle rasterizer sets this field to indicate front/back-facing.
It gets passed into the generated fragment code as another parameter.
Used now for stencil front/back selection but will also be used for
fragment shaders in general (see TGSI_SEMANTIC_FACE).
With this commit two-sided stenciling mostly works but there's
still a bug or two...