Displaying 4 results from an estimated 4 matches for "nva0_3d_class".
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nv40_3d_class
2014 Jun 17
2
[PATCH 1/3] nvc0: remove vport_int hack and instead use the usual state validation
Commit ad4dc772 fixed an issue with the viewport not being restored
correctly. However it's rather hackish and confusing. Instead just mark
the viewport dirty and let the viewport validation take care of it.
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
src/gallium/drivers/nouveau/nvc0/nvc0_context.h | 1 -
src/gallium/drivers/nouveau/nvc0/nvc0_state_validate.c | 5
2014 Oct 21
0
[PATCH v2] nv50: Handle ARB_conditional_render_inverted and enable it
...creen, enum pipe_cap param)
case PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER:
case PIPE_CAP_TGSI_FS_FINE_DERIVATIVE:
case PIPE_CAP_SAMPLER_VIEW_TARGET:
+ case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
return 1;
case PIPE_CAP_SEAMLESS_CUBE_MAP:
return 1; /* class_3d >= NVA0_3D_CLASS; */
@@ -203,7 +204,6 @@ nv50_screen_get_param(struct pipe_screen *pscreen, enum pipe_cap param)
case PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION:
case PIPE_CAP_COMPUTE:
case PIPE_CAP_DRAW_INDIRECT:
- case PIPE_CAP_CONDITIONAL_RENDER_INVERTED:
return 0;
case PIPE_CAP_VENDOR_ID:...
2014 Jan 13
20
[PATCH 00/19] nv50: add sampler2DMS/GP support to get OpenGL 3.2
OK, so there's a bunch of stuff in here. The geometry stuff is based on the
work started by Bryan Cain and Christoph Bumiller.
Patches 01-12: Add support for geometry shaders and fix related issues
Patches 13-14: Make it possible for fb clears to operate on texture attachments
with an explicit layer set (as is allowed in gl 3.2).
Patches 15-17: Make ARB_texture_multisample work
2015 Jun 22
12
[RFC PATCH 0/8] nv50: expose global performance counters
Hello there,
This series exposes NVIDIA's global performance counters for Tesla through the
Gallium's HUD and the GL_AMD_performance_monitor extension.
This adds support for 24 hardware events which have been reverse engineered
with PerfKit (Windows) and CUPTI (Linux). These hardware events will allow
developers to profile OpenGL applications.
To reduce latency and to improve accuracy,