Age | Commit message (Collapse) | Author |
|
|
|
Fix compile breakage on Linux.
|
|
Propogate changes to enums.c back up to the python source.
|
|
Conflicts:
progs/trivial/Makefile
Pull in a minimal version of statechange shortcircuiting in display
list compilation. This affects only glMaterial and glShadeModel state,
and includes quite a few tests to exercise various tricky cases.
If this goes well, will consider extending to all state in the future.
|
|
half stealing the code without taking the intel regions
|
|
I suspect this might break TFP in some way but it makes firecube run here
|
|
With recent changes to support frontfacing in glsl, it is necessary
to ensure that the UsesFogFragCoord value is accurate in all shaders.
We were previously not setting it for fixed-function and ARB_fs shaders.
|
|
1. the data type of <src1> (JMPI offset) must be D
2. execution size must be 1
3. NoMask
4. instruction compression isn't allowed.
|
|
Bug #22000.
|
|
This improves the performance of my GLSL demo by 30%. It also fixes the
VS deadlock that ut2004 had, for reasons I can't explain. Bug #21330.
|
|
If we can't fit all the VS outputs into the MRF, we need to overflow into
temporary GRF registers, then use some MOVs and a second brw_urb_WRITE()
instruction to place the overflow vertex results into the URB.
This is hit when a vertex/fragment shader pair has a large number of varying
variables (12 or more).
There's still something broken here, but it seems close...
|
|
|
|
|
|
|
|
|
|
|
|
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
|
|
Failure to set the obj->Pointer back to null tripped up the assertion.
Bug #22428.
|
|
Only short-circuit material call if *all* statechanges from this call
are cached. Some material calls (eg with FRONT_AND_BACK) change more
than one piece of state -- need to check all of them before returning.
Also, Material calls are legal inside begin/end pairs, so don't need
to be as careful about begin/end state as with regular statechanges
(like ShadeModel) when caching. Take advantage of this and do better
caching.
|
|
Statechanges which occur before the first End in a display list may
not be replayed when the list is called, in particular if it is called
from within a begin/end pair.
Recognize vulnerable statechanges and do not use them to fill in the
state cache.
|
|
When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
|
|
Need this to pick up fixes for per-vertex materials.
|
|
|
|
|
|
|
|
Varying material inputs were not being picked up from the same slots
where the VBO code is currently placing them (GENERIC0 and above).
Most often they were just being ignored.
|
|
Conflicts:
src/mesa/vbo/vbo_exec_draw.c
|
|
Signed-off-by: Arthur HUILLET <arthur.huillet@free.fr>
|
|
As prescribed by ARB_map_buffer_range.
|
|
|
|
|
|
|
|
mesa allocates both frontface and pointcoord registers within the fog
coordinate register, by using swizzling. to make it cleaner and easier
for drivers we want each of them in its own register. so when doing
compilation from the mesa IR to tgsi allocate new registers for both
and add new semantics to the respective declarations.
|
|
Failure to set the obj->Pointer back to null tripped up the assertion.
Bug #22428.
(cherry picked from commit 57a06d3a48c9af1067ec05e3ad96c58f4b9b99be)
|
|
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
|
|
Reorganization of ShadeModel to avoid flushing vertices too often
ended up never flushing vertices due to omitted line of code.
|
|
Switch over to specialized enum lookup for primitives
|
|
Add a simple version of _mesa_lookup_enum_by_nr() which expects a primitive
enum (GL_POINTS..GL_POLYGON). This avoids some annoying duplicates
when looking up primitives, such as the GL_FALSE/GL_POINTS clash.
|
|
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.
|
|
There doesn't appear to be any driver impact for enabling this, and
tests/prog_parameter passes.
|
|
|
|
All gallium drivers should be able to support mixed-size color/depth/stencil
buffers. If not, we'll need a new PIPE_CAP_ query.
|
|
|
|
|
|
This fixes a segfault seen with piglit's fdo20701 test.
|
|
This reverts commit de447afff26706e3bf8bdcd5cfb8b1daf49b4b21 but
puts the lock under DRI1-only.
From keithw:
> It's there because the DRI1 code doesn't actually achieve the mutexing
> which it looks as if it should. For multi-threaded applications it was
> always possible to get two threads inside locked regions -- I have no
> idea how, but it certainly was and presumably still is possible.
|
|
|
|
This would cause LOCK_HARDWARE to mutex all contexts in this process on
both DRI1 and DRI2. On DRI1, LOCK_HARDWARE already does it for all
processes on the system. On DRI2, LOCK_HARDWARE doesn't, but there shouldn't
be any state outside the context that needs any additional protection.
Notably, the bufmgr is protected by its own mutex and not
LOCK_HARDWARE.
This code was originally introduced with the i915tex code dump, so it's not
clear what it was there for.
|
|
|
|
Link fails if too many varying vars.
(cherry picked from master, commit cc58fbcf2c5c88f406818db60910f537e03610d6)
|