Age | Commit message (Collapse) | Author |
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Spotted by Ian.
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Drivers can call this function as needed. It tells the VBO module to
always unmap the current glBegin/glEnd VBO when we flush. Otherwise
it's possible to be in a flushed state but still have the VBO mapped.
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We don't need to call bind_arrays in the vbo module if the states
which the function depends on are not dirty.
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This fixes https://bugs.freedesktop.org/show_bug.cgi?id=33247
There might still be some issues with drawing multiple instances
with VBO splitting to investigate someday.
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Fixes a VTK regression after adding GL_ARB_draw_instanced.
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primcount is also a parameter to glMultiDrawElements(). Use numInstances
to avoid confusion between these things.
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It's called in vbo_exec_invalidate_state too.
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The current state is allowed to be undefined past DrawElements et al.
Consequently omit that copying at least in the display list code.
This pays us some percents performance.
Signed-off-by: Brian Paul <brianp@vmware.com>
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Attribute 0 has no special meaning in GLES2. Add VertexAttrib4f_nopos
for that purpose and make _es_VertexAttrib* call the new function.
Rename _vbo_* to _es_* to avoid confusion. These functions are only
used by GLES, and now some of them (_es_VertexAttrib*) even behave
differently than vbo_VertexAttrib*.
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There is no need to have a special version of ATTR for
!FEATURE_beginend, since 81ccb3e2ce708619f4c23537a237d61bdffdd35f.
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Rebuilding the vertex format from scratch every time we see a new
vertex attribute is rather costly, new attributes can be appended at
the end avoiding a copy to current and then back again, and the full
attr pointer recalculation.
In the not so likely case of an already existing attribute having its
size increased the old behavior is preserved, this could be optimized
more, not sure if it's worth it.
It's a modest improvement in FlightGear (that game punishes the VBO
module pretty hard in general, framerate goes from some 46 FPS to 50
FPS with the nouveau classic driver).
Signed-off-by: Brian Paul <brianp@vmware.com>
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Conflicts:
src/mapi/glapi/glapi_sparc.S
src/mapi/glapi/glapi_x86.S
src/mapi/glapi/glapidispatch.h
src/mapi/glapi/glapioffsets.h
src/mapi/glapi/glprocs.h
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The integers still get converted to floats. That'll have to change someday.
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Use macros to access _glapi_table consistently. There is no functional
change.
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We handle splitting of glDrawArrays() calls into two primitives here
so that drivers don't have to worry about it.
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Just always check for FLUSH_UPDATE_CURRENT and call Driver.BeginVertices
when necessary. By using the unlikely() macros, this ends up as
a 10% performance improvement (for isosurf, anyway) over the old,
complicated function pointer swapping.
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There was a check to only do the rebase if we didn't have everything
in VBOs, but nexuiz apparently hands us a mix of VBOs and arrays,
resulting in blocking on the GPU to do a rebase.
Improves nexuiz 800x600, high-settings performance on my Ironlake 41%
(+/- 1.3%), from 14.0fps to 19.7fps.
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For GLX 1.3 drawables, we can destroy the DRI2 drawable when the GLX
drawable is destroyed. However, for legacy drawables, there os no
good way of knowing when the application is done with it, so we just
let the DRI2 drawable linger on the server. The server will destroy
the DRI2 drawable when it destroys the X drawable or the client exits
anyway.
https://bugs.freedesktop.org/show_bug.cgi?id=30109
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mtypes.h does not use any symbols from compiler.h.
Also add the required headers for files that depended on symbols from
compiler.h but were indirectly including compiler.h through mtypes.h.
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_vbo_Materialf calls _vbo_Materialfv, which uses the params argument as
an array.
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