Age | Commit message (Collapse) | Author |
|
|
|
The current texture for any particular texture unit is given an additional
reference in update_texture_state(); but if the context is closed before
that texture can be released (which is quite frequent in normal use, unless
a program unbinds and deletes the texture and renders without it to force
a call to update_texture_state(), the memory is lost.
This affects general Mesa; but the i965 is particularly affected because
it allocates a considerable amount of additional memory for each allocated
texture.
|
|
16 is the limit for now because of various 32-bit bitfields.
|
|
|
|
|
|
|
|
|
|
Don't really delete vertex array objects until the refcount hits zero.
At that time, unbind any pointers to VBOs.
|
|
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.
|
|
No difference, but a little more understandable.
|
|
Will be handy for bounds checking later...
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Makes no real difference, but more consistant.
|
|
two)
The semantics are a little different for shaders vs. fixed-function when
trying to use an incomplete texture. The fallback texture returning
(0,0,0,1) should only be used with shaders. For fixed function, the texture
unit is truly disabled/ignored.
Fixes glean fbo test regression.
|
|
This reverts commit a0edbfb28fb2e670c657d52190a7e8b1ccf4f46e.
This patch didn't completely fix the problem. The next patch will.
|
|
The semantics are a little different for shaders vs. fixed-function when
trying to use an incomplete texture. The fallback texture returning
(0,0,0,1) should only be used with shaders.
Fixes glean fbo test regression.
|
|
The semantics are a little different for shaders vs. fixed-function when
trying to use an incomplete texture. The fallback texture returning
(0,0,0,1) should only be used with shaders.
Fixes glean fbo test regression.
|
|
|
|
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.
|
|
This is a quick fix for z fighting in quake4 caused by the mismatch
between vertex transformation here and in the position_invarient code.
Full fix would be to make this driver-tunable and adjust both
position_invarient and ffvertex_prog.c code to respect driver
preferences.
|
|
Since GL_READ_BUFFER is historically part of the gl_pixel_attrib group
it made sense to signal changes with _NEW_PIXEL. But now with FBOs it's
also part of the framebuffer state.
Now _NEW_PIXEL strictly indicates pixels transfer state changes.
This change avoids framebuffer state validation when any random bit of
pixel-transfer state is set.
DRI drivers updated too: don't check _NEW_COLOR when updating framebuffer
state. I think that was just copied from the Xlib driver because we care
about dither enable/disable state there.
|
|
|
|
We need to make sure the framebuffer state is up to date to make sure we
read pixels from the right buffer when doing a texture image copy.
|
|
|
|
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?
|
|
|
|
|
|
Already doing this for driver.flush()
|
|
snprintf not directly available on Windows.
|
|
As of commit 23ad86cfb91c294ce85a3116d4b825aaa3988a6e all messages go
through output_if_debug().
Add new parameter to output_if_debug() to indicate whether to emit a newline.
_mesa_warning() and _mesa_error() calls should not end their strings with \n.
_mesa_debug() calls should end their text with \n.
|
|
|
|
Call FLUSH_VERTICES() in _mesa_Histogram().
No need to signal _NEW_PIXEL in ResetHistogram(), ResetMinmax().
|
|
|
|
Calling _mesa_dump_textures() deleted the textures... oops!!!
|
|
Need to do this to ensure vbo code unmaps its buffers before calling
the driver, which may be sitting on top of a memory manager which
objects to firing commands from a mapped buffer.
|
|
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.
|