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2009-07-03mesa/shaders: fix gl_NormalMatrix state parametersKeith Whitwell
gl_NormalMatrix is the inverse transpose of the modelview matrix, but as every matrix here needs to be transposed, we end up with {MODELVIEW_MATRIX, INVERSE}.
2009-07-03st/wgl: don't advertise WGL_EXT_swap_interval stringKeith Whitwell
This is a tweak to a previous fix -- it's not necessary to actually advertise this extension to prevent these games from crashing -- they ignore the extension string anyway. It's sufficient to just have GetProcAddress return some dummy function addresses for SwapInterval. Given we don't really implement this funcitonality, this is a better fix.
2009-07-03wgl: Lookup framebuffers by HWND whenever possible.José Fonseca
Some applications create several HDCs for the same window, so spite the WGL API is geared towards HDCs it is not reliable searching by HDC.
2009-07-02mesa: Assume depth textures have a single level unless told otherwise.José Fonseca
2009-07-02mesa: s/TRUE/GL_TRUEKeith Whitwell
Fix compile breakage on Linux.
2009-07-02glapi: ensure _mesa_lookup_prim_by_nr() is not clobbered on regenerationKeith Whitwell
Propogate changes to enums.c back up to the python source.
2009-07-02Merge commit 'origin/dlist-statechange-shortcircuit' into mesa_7_5_branchKeith Whitwell
Conflicts: progs/trivial/Makefile Pull in a minimal version of statechange shortcircuiting in display list compilation. This affects only glMaterial and glShadeModel state, and includes quite a few tests to exercise various tricky cases. If this goes well, will consider extending to all state in the future.
2009-07-02mesa: ensure UsesFogFragCoord value is set for non-glsl shadersKeith Whitwell
With recent changes to support frontfacing in glsl, it is necessary to ensure that the UsesFogFragCoord value is accurate in all shaders. We were previously not setting it for fixed-function and ARB_fs shaders.
2009-06-30mesa/vbo: fix compile and replay of nodes ending in a FALLBACKKeith Whitwell
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in the case of a recursive CallList which is itself within a Begin/End pair, there two problems: 1) The display list node's primitive information was incorrect, stating the cut-off prim had zero vertices 2) On replay, we would get confused by a primitive that started in a node, but was terminated by individual opcodes. This change fixes the first problem by correctly terminating the last primitive on fallback, and the second by forcing the display list to use the Loopback path, converting all nodes into immediate-mode rendering. The loopback fix is a performance hit, but avoiding this would require a fairly large rework of this code.
2009-06-30mesa/dlist: fixes and improvements for material cachingKeith Whitwell
Only short-circuit material call if *all* statechanges from this call are cached. Some material calls (eg with FRONT_AND_BACK) change more than one piece of state -- need to check all of them before returning. Also, Material calls are legal inside begin/end pairs, so don't need to be as careful about begin/end state as with regular statechanges (like ShadeModel) when caching. Take advantage of this and do better caching.
2009-06-30progs/trivial: add dlist-mat-tri.cKeith Whitwell
2009-06-30progs/trivial: add test case for short-circuiting material changesKeith Whitwell
Similar to dlist-tri-flat-tri, but using glMaterial calls, which have the extra property of being legal within Begin/End calls.
2009-06-30mesa/dlist: don't cache state which may not be replayed on CallListKeith Whitwell
Statechanges which occur before the first End in a display list may not be replayed when the list is called, in particular if it is called from within a begin/end pair. Recognize vulnerable statechanges and do not use them to fill in the state cache.
2009-06-30progs/trivial: add dlist-flat-tri.cKeith Whitwell
State-change functions which precede the first call to glEnd() in a compiled list are vulnerable to not being executed when that list is called. In particular this can happen if a list is invoked from within a begin/end pair, as in this example.
2009-06-30mesa/dlist: invalidate cached dlist compile state after CallListKeith Whitwell
When compiling a display list containing a CallList, it is necessary to invalidate any assumption about the GL state after the recursive call completes.
2009-06-30progs/trivial: add dlist-recursive-callKeith Whitwell
When one display list calls another display list, it is possible that the calling display list makes state-changes or other actions which invalidate any attempt at caching or state-change elimination in the calling list. This test exercises one such case, where the called list consists of just a single glShadeModel() call.
2009-06-30dlist-tri-flat-tri: make tri render differently if flatshade not enabledKeith Whitwell
When testing flat-shading, it helps to specify per-vertex colors so that you can distinguish between flat & smooth shading.
2009-06-30Merge branch 'mesa_7_5_branch' into dlist-statechange-shortcircuitKeith Whitwell
Need this to pick up fixes for per-vertex materials.
2009-06-30progs/trivial: add test case for lighting plus per-vertex materialsKeith Whitwell
Exercise material-within-begin/end case.
2009-06-30progs/isosurf: add materials mode for glVertex + TRISTRIPKeith Whitwell
2009-06-30mesa: remove whitespaceKeith Whitwell
2009-06-30mesa: remove dead constant pointsize code from ffvertex_prog.cKeith Whitwell
2009-06-30mesa: remove dead vertex fog code from ffvertex_prog.cKeith Whitwell
2009-06-30mesa: fix material inputs in ffvertex_prog.cKeith Whitwell
Varying material inputs were not being picked up from the same slots where the VBO code is currently placing them (GENERIC0 and above). Most often they were just being ignored.
2009-06-30mesa: fix transform_points_3d_no_rot using undefined values in %xmm0Arthur HUILLET
Signed-off-by: Arthur HUILLET <arthur.huillet@free.fr>
2009-06-30glx: plug a leakKristof Ralovich
Swrast was missing a free for the culmination of driConcatConfigs. Use free(), not _mesa_free() since we shouldn't be calling any Mesa functions from the GLX code. driConcatConfigs() should probably use regular malloc/free to be consistant but the Mesa functions just wrap the libc functions anyway.
2009-06-30glx: fix null pointer dereference segfault (bug 22546)Brian Paul
2009-06-30progs/util: make sure function pointers are initializedKeith Whitwell
Call Init() from CompileShaderFile, was previously only called for the Text version of this function.
2009-06-30mesa: Set FLUSH_EXPLICIT_BIT flags when calling FlushMappedBufferRange.José Fonseca
As prescribed by ARB_map_buffer_range.
2009-06-30util: Set PIPE_BUFFER_USAGE_FLUSH_EXPLICIT when calling ↵José Fonseca
buffer_flush_mapped_range.
2009-06-30gallium: New PIPE_BUFFER_USAGE_FLUSH_EXPLICIT flag for ↵José Fonseca
buffer_flush_mapped_range. When a buffer was mapped for write and no explicit flush range was provided the existing semantics were that the whole buffer would be flushed, mostly for backwards compatability with non map-buffer-range aware code. However if the buffer was mapped/unmapped with nothing really written -- something that often happens with the vbo -- we were unnecessarily assuming that the whole buffer was written. The new PIPE_BUFFER_USAGE_FLUSH_EXPLICIT flag (based from ARB_map_buffer_range 's GL_MAP_FLUSH_EXPLICIT_BIT flag) allows to clearly distinguish the legacy usage from the nothing written usage.
2009-06-30st/gl: Add stubs for CompressedTexSubImage[1D|3D]Jakob Bornecrantz
2009-06-30st/gl: Add support for glCompressedTexSubImageJakob Bornecrantz
2009-06-30progs/tests: Add tests for glCompressedTexSubImageJakob Bornecrantz
2009-07-01util: Increase OutputDebugStringA to 4k.José Fonseca
According to http://unixwiz.net/techtips/outputdebugstring.html that's how big the buffer is. The 512bytes limitation is in kernel mode.
2009-07-01mesa: Unbind depth/stencil surface from pipe_framebuffer when none is attached.José Fonseca
2009-07-01st/wgl: dummy implementation of wgl swapinterval extensionKeith Whitwell
Required as some applications retrieve and call these functions regardless of the fact that we don't advertise the extension and further more the results of wglGetProcAddress are NULL.
2009-07-01gallium: fix the front face semanticsZack Rusin
mesa allocates both frontface and pointcoord registers within the fog coordinate register, by using swizzling. to make it cleaner and easier for drivers we want each of them in its own register. so when doing compilation from the mesa IR to tgsi allocate new registers for both and add new semantics to the respective declarations.
2009-07-01wgl: Optimize wglGetProcAddress.José Fonseca
Do linear search only if prefix matches.
2009-06-30i915: Fix assertion failure on remapping a non-BO-backed VBO.Eric Anholt
Failure to set the obj->Pointer back to null tripped up the assertion. Bug #22428. (cherry picked from commit 57a06d3a48c9af1067ec05e3ad96c58f4b9b99be)
2009-06-30xdemos: Fix xdemos which default to using display :0.0 to default to $DISPLAYJon TURNEY
Fix xdemos which default to using display :0.0 to default to $DISPLAY, this is kind of irritating when testing on a display other than :0.0 Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
2009-06-30mesa/vbo: fix compile and replay of nodes ending in a FALLBACKKeith Whitwell
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in the case of a recursive CallList which is itself within a Begin/End pair, there two problems: 1) The display list node's primitive information was incorrect, stating the cut-off prim had zero vertices 2) On replay, we would get confused by a primitive that started in a node, but was terminated by individual opcodes. This change fixes the first problem by correctly terminating the last primitive on fallback, and the second by forcing the display list to use the Loopback path, converting all nodes into immediate-mode rendering. The loopback fix is a performance hit, but avoiding this would require a fairly large rework of this code.
2009-06-30progs/trivial: test case for dlist statechange eliminationKeith Whitwell
Creates a display list with redundant call to glShadeModel. View dlist contents with MESA_VERBOSE=list
2009-06-30mesa/dlist: restore missing SAVE_FLUSH_VERTICES in save_ShadeModelKeith Whitwell
Reorganization of ShadeModel to avoid flushing vertices too often ended up never flushing vertices due to omitted line of code.
2009-06-30mesa/vbo: use _lookup_prim_by_nr for debuggingKeith Whitwell
Switch over to specialized enum lookup for primitives
2009-06-30mesa: add debug printer for primitive nameKeith Whitwell
Add a simple version of _mesa_lookup_enum_by_nr() which expects a primitive enum (GL_POINTS..GL_POLYGON). This avoids some annoying duplicates when looking up primitives, such as the GL_FALSE/GL_POINTS clash.
2009-06-30progs/glsl: link with GLEW libraryBrian Paul
(cherry picked from commit b1f2f92d9b2d190d39fb1b5c919c59c9539a025a)
2009-06-30mesa/dlist: shortcircuit some redundant statechanges at compile timeKeith Whitwell
Currently, state-changes in mesa display lists are more or less a verbatim recording of the GL calls made during compilation. This change introduces a minor optimization to recognize and eliminate cases where the application emits redundant state changes, eg: glShadeModel( GL_FLAT ); glBegin( prim ) ... glEnd() glShadeModel( GL_FLAT ); glBegin( prim ) ... glEnd() The big win is when we can eliminate all the statechanges between two primitive blocks and combine them into a single VBO node. This commit implements state-change elimination for Material and ShadeModel only. This is enough to make a start on debugging, etc.
2009-06-29intel: added null ptr checkBrian Paul
This fixes a segfault seen with piglit's fdo20701 test.
2009-06-29progs/glsl: link with GLEW libraryBrian Paul