| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is the reason the declaration member existed in the reference
visitor, but I didn't copy the code from structure splitting that
avoided setting it.
This wasn't currently a problem, because we don't allow splitting of
in/out variables. But that would be nice to change some day.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was carried over from structure splitting, without thinking about
whether the name still made sense in this context.
Reviewed-by: Kenneth Graunke <[email protected]>
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Ken noted that some of the "actual work" was happening in the caller
of this class.
Reviewed-by: Kenneth Graunke <[email protected]>
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Ken noted this in a review of this patch that I pushed early.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Adam Jackson <[email protected]>
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This reverts commit 0de5a21470b3bff9b7c8714e5d960d5ed9d01b9c.
I was wrong, we use it in the vbo module too.
This fixes a performance regression in Nexuiz.
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Fixes encoding of VOP3 shader instructions.
The shift was wrong for source registers 2 and 3, and the resulting value was
only 32 bits, so the shift in SICodeEmitter::VOPPostEncode() didn't work as
intended.
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Use the same user SGPRs for the same purpose in vertex and pixel shaders.
Better calculation of the number of SGPRs to reserve.
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The sampler number is in TGSI source register 1, and the S_LOAD_DWORD*
instructions take offsets in DWORDs, not bytes.
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Rearrange thing in general. Mark the legacy Makefile system as deprecated.
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If a non-default array object was bound at context destruction time
we'd try to unreference the array object after it was already deleted
in _mesa_free_varray_data(). Now do the unref first.
Fixes a regression from commit 86f53e6d6bd07e2bc3ffcadeb9a4418fbae06e0b.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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It's not nice when you have several variables pointing to the same array
and you wanna ask your editor "where is this used" and you only get an answer
for one of the four currval, legacy_currval, generic_currval, mat_currval,
which is quite useless, because you never see the whole picture.
Let's get rid of the additional pointers.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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It's already done in _mesa_validate_Draw* and it's not needed to do it again
unless I am missing something.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This is a frequently-updated state and _NEW_ARRAY already causes revalidation
of the vbo module. It's kinda counter-productive to recompute arrays
in the vbo module if _NEW_ARRAY is set and then set _NEW_ARRAY again.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This moves the RebindArrays flag into the vbo module, consolidates the code,
and adds missing vbo_draw_method calls.
Also with this change, the vertex arrays are not needlessly recalculated twice.
The issue with the old code was:
- If recalculate_input_bindings updates vp_varying_inputs, _NEW_ARRAY is set.
- _mesa_update_state is called and the vp_varying_inputs change causes
regeneration of the fixed-function shaders, which also sets _NEW_PROGRAM.
- The occurence of either _NEW_ARRAY or _NEW_PROGRAM sets
the recalculate_inputs flag to TRUE again.
- The new code sets the flag to FALSE after the second _mesa_update_state,
because there can't possibly be any change which would require recalculating
the arrays.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Blits are starting to work.
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Vinson reported that we failed to initialize this, which would lead to
all kinds of crashes if we actually used it. Since we don't use it,
we may as well just delete the broken code.
Signed-off-by: Kenneth Graunke <[email protected]>
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Now that we use separate binding tables for WM, VS, and GS, and have
BRW_MAX_VS_SURFACES and BRW_MAX_GS_SURFACES macros, we really shouldn't
have an unqualified BRW_MAX_SURFACES macro. It's confusing.
Signed-off-by: Kenneth Graunke <[email protected]>
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They had a number of issues:
- A paragraph states that we use a single binding table, but we don't.
- We labelled the WM binding table diagram as SOL/WM.
- The WM diagram had an "Only relevant to the WM" comment. Duh.
Signed-off-by: Kenneth Graunke <[email protected]>
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This change uses the array object factory for gl_array_objects. This
prevents crashes when deriving from gl_array_object.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Froehlich <[email protected]>
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We don't normally clear immediately after drawing something. But as it
was, the drawing would incorrectly appear after the clear.
Fixes piglit clear-varray-2.0 failure.
Reviewed-by: José Fonseca <[email protected]>
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The problem with assert(a && b) is you don't know which term is zero
when there's a failure.
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There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
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There's no reason to do that. The buffer being used for rendering is always
mapped as unsynchronized.
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instead of recreating the vertex buffer for each draw_vbo call.
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Hardcode index for linear mode for now.
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