Age | Commit message (Collapse) | Author |
|
Conflicts:
Makefile
progs/glsl/multitex.c
src/mesa/main/enums.c
src/mesa/main/state.c
src/mesa/main/texenvprogram.c
src/mesa/main/version.h
|
|
|
|
Conflicts:
src/mesa/main/dlist.c
src/mesa/vbo/vbo_save_api.c
|
|
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.
|
|
This is the start of a glsl-continue-return feature branch to support
a GLSL code generator option for 'continue' and 'return' statements.
Some targets don't support CONT or RET statements so we'll need to
try to generate code that does not use them...
|
|
When a GLSL sampler reads from an incomplete texture it should
return (0,0,0,1). Instead of jumping through hoops in all the drivers
to make this happen, just create/install a fallback texture with those
texel values.
Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some
GPU lockups when trying to sample from missing surfaces. If a binding
table entry is NULL, it seems that sampling sometimes works, but not
always (lockup).
Todo: create a fallback texture for each type of texture target?
(cherry picked from commit 3f25219c7bf0f090502489928f0f018e62c4f6cf)
|
|
The first time a context is bound to a drawable, the viewport and scissor
bounds are initialized to the buffer's size. This is actually a bit tricky.
A new _mesa_check_init_viewport() function is called in several places
to check if the viewport has been initialized. We also use a new
ctx->ViewportInitialized flag instead of the overloaded
ctx->FirstTimeCurrent flag.
|
|
|
|
Conflicts:
Makefile
src/gallium/drivers/softpipe/sp_screen.c
src/mesa/main/version.h
|
|
|
|
This also involves adding a gl_array_object::VBOonly field. For the
ARB extension, all arrays in the object must reside in a VBO. This flag
keeps track of that requirement.
|
|
The ARB version requires VAOs to be per-context while the Apple extension
was ambiguous.
|
|
Conflicts:
docs/relnotes-7.6.html
progs/tests/Makefile
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/glx/x11/indirect.c
src/mesa/glapi/Makefile
src/mesa/glapi/dispatch.h
src/mesa/glapi/glapioffsets.h
src/mesa/glapi/glapitable.h
src/mesa/glapi/glapitemp.h
src/mesa/glapi/glprocs.h
src/mesa/main/dlist.c
src/mesa/main/enums.c
src/mesa/sparc/glapi_sparc.S
src/mesa/x86-64/glapi_x86-64.S
src/mesa/x86/glapi_x86.S
|
|
Conflicts:
src/mesa/drivers/dri/i915/i915_tex_layout.c
src/mesa/drivers/dri/i965/brw_wm_glsl.c
src/mesa/drivers/dri/intel/intel_buffer_objects.c
src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
src/mesa/drivers/dri/intel/intel_pixel_draw.c
src/mesa/main/enums.c
src/mesa/main/texstate.c
src/mesa/vbo/vbo_exec_array.c
|
|
Only enabled for software drivers at this point.
Note that the gl_buffer_object::Access enum field has been replaced by
a gl_buffer_object::AccessFlags bitfield. The new field is a mask of
the GL_MAP_x_BIT flags which is a superset of the old GL_READ_ONLY,
GL_WRITE_ONLY and GL_READ_WRITE modes. When we query GL_BUFFER_ACCESS_ARB
we translate the bitfield into the conventional enum values.
|
|
|
|
|
|
|
|
This array was mistakenly dimensioned with VERT_ATTRIB_MAX (32) but it
should really be MAX_VERTEX_GENERIC_ATTRIBS (16).
The generic vertex attributes are in addition to the conventional arrays
(except in NV vertex program mode- they alias/overlay in that case) so
the total of all conventional attributes plus generic attributes should
total 32 (not 48).
|
|
We don't really implement vertex weights but in the VBO code this
fixes and odd case for the legacy_array[] setup. Before, the
vbo->draw_prims() call was always indicating that the vertex weight
array was present/enabled when it really wasn't.
|
|
It's the largest array index, plus one.
|
|
This value is per array object.
|
|
Every kind of object that can be shared by multiple contexts should be
refcounted.
(cherry picked from commit 1030bf0ded2a88a5e27f7a4d393c11cfde3d3c5a)
|
|
Add a new flag mvp_with_dp4 in the context, and use that to switch
both ffvertex.c and programopt.c vertex transformation code to
either DP4 or MUL/MAD implementations.
|
|
Every kind of object that can be shared by multiple contexts should be
refcounted.
|
|
|
|
Since shared array objects may point to the null/default buffer object,
the null/default buffer object should be part of the shared state.
|
|
|
|
The flag is set when we data has been written into the buffer object.
|
|
Used to be done in the glVertex/Normal/Color/etc/Pointer() calls but
if the VBO was reallocated the size could change.
New _NEW_BUFFER_OBJECT state flag.
|
|
Will be handy for bounds checking later...
|
|
|
|
Add a new flag mvp_with_dp4 in the context, and use that to switch
both ffvertex.c and programopt.c vertex transformation code to
either DP4 or MUL/MAD implementations.
|
|
|
|
When a GLSL sampler reads from an incomplete texture it should
return (0,0,0,1). Instead of jumping through hoops in all the drivers
to make this happen, just create/install a fallback texture with those
texel values.
Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some
GPU lockups when trying to sample from missing surfaces. If a binding
table entry is NULL, it seems that sampling sometimes works, but not
always (lockup).
Todo: create a fallback texture for each type of texture target?
|
|
This state flag will be used to indicate that vertex/fragment program
constants have changed. _NEW_PROGRAM will be used to indicate changes
to the vertex/fragment shader itself, or misc related state.
_NEW_PROGRAM_CONSTANTS is also set whenever a program parameter that's
tracking GL state has changed. For example, if the projection matrix is
in the parameter list, calling glFrustum() will cause _NEW_PROGRAM_CONSTANTS
to be set. This will let to remove the need for dynamic state atoms in
some drivers.
For now, we still set _NEW_PROGRAM in all the places we used to. We'll no
longer set _NEW_PROGRAM in glUniform() after drivers/etc have been updated.
|
|
EyeDirection -> SpotDirection
_NormDirection -> _NormSpotDirection
|
|
|
|
Use MAX_COMBINER_TERMS instead of 4.
Rename some vars.
Update comments.
|
|
A shader program may consist of multiple shaders (source code units).
If we find there are unresolved functions after compiling the unit that
defines main(), we'll concatenate all the respective vertex or fragment
shaders then recompile.
This isn't foolproof but should work in most cases.
|
|
This is a (partial) backport of the signed texture format support in OGL 3.1.
Since it wasn't promoted from an existing extension roll our own.
|
|
Initialize the shader's pragma settings before calling the compiler.
Added pragma "Ignore" fields to allow overriding the #pragma directives found
in shader source code.
|
|
The polygon stipple pattern, like the viewport and the
polygon face orientation, must be inverted on the i965
when rendering to a FBO (which itself has an inverted pixel
coordinate system compared to raw Mesa).
In addition, the polygon stipple offset, which orients
the stipple to the window system, disappears when rendering
to an FBO (because the window system offset doesn't apply,
and there's no associated FBO offset).
With these fixes, the conform triangle and polygon stipple
tests pass when rendering to texture.
|
|
add new entrypoints, new texture format, etc
translate in texenvprogram.c for drivers using the mesa-generated tex env
fragment program
also handled in swrast, but not tested (cannot work due to negative texel
results not handled correctly)
|
|
In the i965, the FBO coordinate system is inverted from the standard
OpenGL/Mesa coordinate system; that means that the viewport and the
polygon face orientation have to be inverted if rendering to a FBO.
The viewport was already being handled correctly; but polygon face
was not. This caused a conform failure when rendering to texture with
two-sided lighting enabled.
This fixes the problem in the i965 driver, and adds to the comment about
the gl_framebuffer "Name" field so that this isn't a surprise to other
driver writers.
|
|
|
|
|
|
It was only used in one place in swrast.
|
|
|
|
|