| Commit message (Collapse) | Author | Age | Files | Lines |
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Using PIPE_BUFFER_USAGE_DONTBLOCK.
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Previously would have to allocate a new VBO after firing a draw command
as subsequent call to Map() on old VBO might block if the driver had
submitted the commands to hardware.
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Will be needed in coming GL extensions (GL_map_buffer_range, GL 3.0).
Will be used by the vbo module to avoid reallocating vbo's at each
draw primitive call.
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Provides notification to the VBO modules prior to the first immediate call.
Pairs with FlushVertices()
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Conflicts:
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
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To prevent blocking when mapping a buffer.
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No real change, as we're not tracking relocations read/write access yet.
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DRI drivers can be build side by side with other non-DRI drivers, therefore
there is no need to build gallium twice.
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Like ccache, but works on all OSes.
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C code instead of interpreted python code.
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Useful to replay traces which use DXTC textures...
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It will give the same result 2nd time too, as fencing is done at a
higher level.
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1-component structs such as "struct foo { float x; }" could get placed at
any position within a register. This caused some trouble computing the
field offset which assumed all struct objects were placed at R.x.
It would be unusual to hit this case in normal shaders.
(cherry picked from master, commit ca03e881a8d8fa3e36a601238559c20311373633)
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These functions need to return the final computed value.
Now expressions such as a = (b += c) work properly.
Also, no need to use __asm intrinsics in these functions. The resulting
code is the same when using ordinary arithmetic operators and is more legible.
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On Windows snprintf is renamed as _snprintf.
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(cherry picked from commit 816fbeaa813e5cdca314a39677c74c8dc700d35a)
Conflicts:
src/mesa/main/get.c
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(cherry picked from commit 1e3a44fab068f00378613456036716d0c3772969)
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(cherry picked from commit 8124faf89d638285d8e9aa93adc3ca7f4ee729f3)
Conflicts:
src/mesa/main/get.c
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MS CRT libraries already provide a default DllMain entrypoint, and
MS Linker will complain if it finds the same symbol in two different
libraries. Therefore the DllMain has to be in (each) winsys.
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Silences MSVC.
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This fixes cases such as:
vec4 v4;
vec2 v2;
v4.xz.yx = v2;
The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw;
Helps to fix the Humus Domino demo. See bug 19189.
(cherry picked from commit 9736d8f03364068c9ca786f88a4c2881d98d5768)
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(cherry picked from commit 724ed5b84bc2491da244d091de889d5b35503b5d)
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Now only the samplers that are actually used by texture() functions are
saved in the uniform variable list. Before, we could run out of samplers
if too many were declared while only some of them were actually used.
(cherry picked from commit 1fad6ccb756ae33ca3115f59c99ca8abbeb0321e)
Conflicts:
src/mesa/shader/slang/slang_link.c
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(cherry picked from commit dfada459aabf1a02dc2dbdb6644283fc95df2586)
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Fixes incorrect size information. See bug 19273.
(cherry picked from commit e8d7db31e2a6784c765911233cb3d888f612837f)
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This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work.
When a built-in uniform array is indexed with a variable index we need to
"unroll" the whole array into the parameter list (aka constant buffer) because
we don't know which elements may be accessed at compile-time. In the case of
the gl_LightSource array of size [8], we emit 64 state references into the
parameter array (8 elements times 8 vec4s per gl_LightSourceParameters
struct).
Previously, we only allowed constant-indexed references to uniform arrays
(such as gl_LightSource[2].position) which resulted in a single state reference
being added to the parameter array, not 64. We still optimize this case.
Users should be aware that using "gl_LightSource[i].ambient" in their shaders
is a bit expensive since state validation will involve updating all 64
light source entries in the parameter list.
(cherry picked from commit c6537ac8b8130cf2271c8d1e51137a575073c762)
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(cherry picked from commit ca0540e25c86b8095511868b0cbe96d7e85f7437)
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(cherry picked from commit 3be8d6db9e8bfbd1b3ebf9ac382857ad1e6ef753)
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