Age | Commit message (Collapse) | Author |
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This is okay since drm_api.h doesn't have any external
dependancies, one could make it only compile on platforms
that support drm.
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Propogate changes to enums.c back up to the python source.
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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.
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half stealing the code without taking the intel regions
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I suspect this might break TFP in some way but it makes firecube run here
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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.
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1. the data type of <src1> (JMPI offset) must be D
2. execution size must be 1
3. NoMask
4. instruction compression isn't allowed.
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Also just noticed that demos/copypix walks around the overlapping blit rules.
Bad, bad Mesa. :3
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This makes demos/copypix better-looking. Horizontal dimensions are right now.
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Note that trace debugging is temporarily gone. I'll rework it later.
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Bug #22000.
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This improves the performance of my GLSL demo by 30%. It also fixes the
VS deadlock that ut2004 had, for reasons I can't explain. Bug #21330.
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Remove the drm_api from the functions in the softpipe and
i915simple drivers. Create wrapper functions in the
backends instead.
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If we can't fit all the VS outputs into the MRF, we need to overflow into
temporary GRF registers, then use some MOVs and a second brw_urb_WRITE()
instruction to place the overflow vertex results into the URB.
This is hit when a vertex/fragment shader pair has a large number of varying
variables (12 or more).
There's still something broken here, but it seems close...
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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.
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Failure to set the obj->Pointer back to null tripped up the assertion.
Bug #22428.
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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.
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Similar to dlist-tri-flat-tri, but using glMaterial calls, which
have the extra property of being legal within Begin/End calls.
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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.
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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.
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When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
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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.
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When testing flat-shading, it helps to specify per-vertex colors so
that you can distinguish between flat & smooth shading.
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Need this to pick up fixes for per-vertex materials.
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Exercise material-within-begin/end case.
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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.
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Conflicts:
src/mesa/vbo/vbo_exec_draw.c
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This was only present for the sake of GL_ARB_shadow_ambient which we
never implemented in Gallium. If we someday want GL_ARB_shadow_ambient
we can implement it in the state tracker by adding a MAD after the
relevant TEX instructions.
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Signed-off-by: Arthur HUILLET <arthur.huillet@free.fr>
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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.
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Call Init() from CompileShaderFile, was previously only called for the
Text version of this function.
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As prescribed by ARB_map_buffer_range.
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buffer_flush_mapped_range.
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