Age | Commit message (Collapse) | Author |
|
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.
|
|
Do linear search only if prefix matches.
|
|
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.
|
|
This fixes a segfault seen with piglit's fdo20701 test.
|
|
Link fails if too many varying vars.
(cherry picked from master, commit cc58fbcf2c5c88f406818db60910f537e03610d6)
|
|
16 is the limit for now because of various 32-bit bitfields.
(cherry picked from master, commit 4e762395ef7e8c332c16fd0c11025cfa52763a45)
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
Fixes glean "function with early return (3)" case (when EmitContReturn=FALSE).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This is no longer needed since we added the new
_slang_loop_contains_continue_or_break() function/test.
|
|
The glean "function with early return (1)" test passes now.
|
|
|
|
|
|
Needed for "remove early returns" transformation.
|
|
This will need more testing, but no regressions seen so far.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
The previous test failed for nested loops.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|