Age | Commit message (Collapse) | Author |
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forgot to commit the changes to actually support 4x aniso filtering...
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Also fixes drawing to 3D texture depth levels.
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This is a CPU win in general, but in particular reduces the pain of
Mesa's calculation of min/max indices in DrawElements (wtf?).
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Call FLUSH_VERTICES() in _mesa_Histogram().
No need to signal _NEW_PIXEL in ResetHistogram(), ResetMinmax().
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Calling _mesa_dump_textures() deleted the textures... oops!!!
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i915 actually supports up to 4 (according to header file - not tested),
i965 up to 16 (code already handled this but slightly broken), so don't use 2
for all chips, even though angular dependency is very high.
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This is a follow-on to commit c1a3b852807fb160f0cd246c1364b7336b4b947e.
Note that (at this time) wherever _NEW_PROGRAM_CONSTANTS is set we're still
setting _NEW_PROGRAM so this won't really make any difference (for now).
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Lost in commit e50dd26ca6d0eb0d0f97c2780020ea16e3d4a687.
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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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.
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When a new program is bound but no constants are updated we still need
to update the Gallium const buffer.
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We can simplify this now that we no longer have any dynamic atoms.
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Just use the new _NEW_PROGRAM_CONSTANTS flag instead.
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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.
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This came from commit 1b2ab023673261b4b942e1126c0b599d02fbd4a0
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This needs a proper fix to propogate the out-of-memory condition back
up to Mesa and the app as a GL error. Until then, at least catch the
problem at its source.
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Fixes a regression from commit 2c30fd84dfa052949a117c78d932b58c1f88b446
seen with DRI1.
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Fixes bug seen in progs/tests/vptest1.c
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Fixes gearsvbo app by Michael Clark.
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Fixes progs/glsl/skinning.c demo.
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The READ message's msg_control value can be 0 or 1 to indicate that the
Oword should be read into the lower or upper half of the target register.
It seems that the other half of the register gets clobbered though. So
we read into two dest registers then use a MOV to combine the upper/lower
halves.
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Now that we have real constant buffers, the demands on the CURBE are lessened.
When we use real VS/WM constant buffers we only use the CURBE for clip planes.
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There are two usage types of buffer CPU accesses:
One where we try to use the buffer contents for multiple draw commands in
a batch. (batch := sequence of commands that are flushed together),
like incrementally adding bitmaps to a bitmap texture that is reallocated
on flush.
And one where we assume we can safely overwrite the old buffer contexts, like
glTexSubImage. In this case we need to make sure all old drawing commands
referencing the buffer are flushed before we map the buffer.
This is easily forgotten.
Add wrappers for the most common of these operations. The first type is
prefixed with "st_no_flush" and the second type is prefixed with
"st_cond_flush", where "cond" indicates that we attmpt to only flush
if there is indeed unflushed draw commands referencing the buffer.
Prefixed functions are
screen::get_tex_transfer
pipe_buffer_write
pipe_buffer_read
pipe_buffer_map
Please use the wrappers whenever possible.
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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These LOD bias updates are covered by the texture state uploads in
*_texstate.c now.
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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For some reason, MOV instructions using immediate src values don't seem
to work reliably on the GLSL path. Disable them for now (falling back to
const buffer reads). This fixes a bunch of glean glsl1 failures.
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A scatter-read should be possible, but we're just using two READs for
the time being.
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