Age | Commit message (Collapse) | Author |
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When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
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Need this to pick up fixes for per-vertex materials.
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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.
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Signed-off-by: Arthur HUILLET <arthur.huillet@free.fr>
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Swrast was missing a free for the culmination of driConcatConfigs.
Use free(), not _mesa_free() since we shouldn't be calling any Mesa
functions from the GLX code. driConcatConfigs() should probably use
regular malloc/free to be consistant but the Mesa functions just wrap
the libc functions anyway.
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As prescribed by ARB_map_buffer_range.
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buffer_flush_mapped_range.
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buffer_flush_mapped_range.
When a buffer was mapped for write and no explicit flush range was provided
the existing semantics were that the whole buffer would be flushed, mostly
for backwards compatability with non map-buffer-range aware code.
However if the buffer was mapped/unmapped with nothing really written --
something that often happens with the vbo -- we were unnecessarily assuming
that the whole buffer was written.
The new PIPE_BUFFER_USAGE_FLUSH_EXPLICIT flag (based from ARB_map_buffer_range
's GL_MAP_FLUSH_EXPLICIT_BIT flag) allows to clearly distinguish the
legacy usage from the nothing written usage.
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Reorganization of ShadeModel to avoid flushing vertices too often
ended up never flushing vertices due to omitted line of code.
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Switch over to specialized enum lookup for primitives
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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.
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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.
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This fixes a segfault seen with piglit's fdo20701 test.
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Link fails if too many varying vars.
(cherry picked from master, commit cc58fbcf2c5c88f406818db60910f537e03610d6)
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16 is the limit for now because of various 32-bit bitfields.
(cherry picked from master, commit 4e762395ef7e8c332c16fd0c11025cfa52763a45)
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To maintain correctness, the server will copy the real front-buffer to
a newly allocated fake front-buffer in DRI2GetBuffersWithFormat.
However, if the DRI2GetBuffersWithFormat is triggered by glViewport,
this will copy stale data into the new buffer. Fix this by flushing
the current fake front-buffer to the real front-buffer in
intel_viewport.
Fixes bug #22288.
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A new node type (SLANG_OPER_RETURN_INLINED) is used to denote 'return'
statements inside inlined functions which need special handling.
All glean glsl1 tests pass for EmitContReturn=FALSE and TRUE.
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Fixes glean "function with early return (3)" case (when EmitContReturn=FALSE).
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This is no longer needed since we added the new
_slang_loop_contains_continue_or_break() function/test.
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The glean "function with early return (1)" test passes now.
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Needed for "remove early returns" transformation.
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This will need more testing, but no regressions seen so far.
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Need to execute the for loop's increment code before we continue.
Add a slang_assemble_ctx::CurLoopOper field to keep track of the containing
loop and avoid the "cont if true" path in this situation.
Plus, assorted clean-ups.
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