Age | Commit message (Collapse) | Author |
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Rendering should already have been flushed, any synchronization will
be done by the driver or memory manager.
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Previously only non-indexed or indicies-in-a-vbo cases were handled in
this code. This change adds the missing regular indices-in-memory
case.
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Don't really delete vertex array objects until the refcount hits zero.
At that time, unbind any pointers to VBOs.
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Every kind of object that can be shared by multiple contexts should be
refcounted.
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Since shared array objects may point to the null/default buffer object,
the null/default buffer object should be part of the shared state.
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No-op the bad drawing command rather than go out of bounds and render
garbage. Print a warning to alert the developer to the bad drawing call.
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The flag is set when we data has been written into the buffer object.
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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.
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No difference, but a little more understandable.
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Will be handy for bounds checking later...
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And use GL_ELEMENT_ARRAY_BUFFER where appropriate.
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If a horizontal span of pixels was located at x < 0 we could sometimes
read/write outside of renderbuffer bounds.
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Thanks to branching, the state of c->current_const[i].index at the point
of emitting constant loads for this instruction may not match the actual
constant currently loaded in the reg at runtime. Fixes a regression in my
GLSL program for idr's class since b58b3a786aa38dcc9d72144c2cc691151e46e3d5.
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This fixes a crash in glean's pbo test, which tripped over the assert when a
context was destroyed while a buffer was still mapped (Mesa doesn't call
UnmapBuffer in that case). Regression in
c6bde8873fbda6d8467600b7491d8543c75b0509
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Makes no real difference, but more consistant.
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This snuck in with the multi-draw-buffers commit, and is a major penalty
to performance. It doesn't appear to be required, as the only dependency
the surface BO has is on the state key (and if there's some other dependency,
it should just be in the key).
This brings openarena performance up to almost 2% faster than Mesa 7.4.
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This was a leftover from the brw_wm_constant_buffer change.
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Try to re-use constants/literals more often to make best use of the
constant buffer space.
See bug 21354.
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This can avoid re-uploading constant data when it isn't necessary, and is
a step towards not updating other surfaces just because constants change.
It also brings the upload of the constant buffer next to the creation.
This brings openarena performance up another 4%, to 91% of the Mesa 7.4 branch.
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Also, only create VS surface state if there's a VS constant buffer to be
uploaded, and set the contents of the buffer at the same time as creation.
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Really, the creation and upload of constants should be in the same place,
since they should only happen together, and a state flag should be
triggered by them so that we don't thrash state around so much for just
updating constants. But this still recovers openarena performance by
another 19%, leaving us 16% behind Mesa 7.4 branch.
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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.
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This reverts commit a0edbfb28fb2e670c657d52190a7e8b1ccf4f46e.
This patch didn't completely fix the problem. The next patch will.
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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.
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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.
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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.
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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.
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