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* docs: document gl_TextureMatrix[i][j] array indexing bug fixBrian Paul2009-07-091-0/+1
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* glsl: do const parameter optimization for array element actual parametersBrian Paul2009-07-091-2/+3
| | | | | | | | | | When a function parameter is const-qualified we can avoid making a copy of the actual parameter (we basically do a search/replace when inlining). This is now done for array element params too, resulting in better code (fewer MOV instructions). We should allow some other types of function arguments here but let's be conservative for the moment.
* glsl: fix incorrect indexing for gl_TextureMatrix[i][j]Brian Paul2009-07-091-5/+6
| | | | | The two indexes were mixed up when accessing a row of a matrix in an array of matrices.
* docs: document glMaterial/glShadeModel display list optimizationBrian Paul2009-07-081-0/+1
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* mesa: only use fallback texture when using shaders, not fixed-function (take ↵Brian Paul2009-07-071-7/+13
| | | | | | | | | | | | | | two) The semantics are a little different for shaders vs. fixed-function when trying to use an incomplete texture. The fallback texture returning (0,0,0,1) should only be used with shaders. For fixed function, the texture unit is truly disabled/ignored. Fixes glean fbo test regression. (cherry picked from commit 01e16befd4809e3e93ee7855a4a5d7df9fe010d9) (cherry picked from commit 51325f44d1e7e62b47795a79f8038d10dc5bc30b) [anholt: squashed these two together from master, skipping the mess in between]
* gallium: fixup register indexes for fog/frontface/point coordZack Rusin2009-07-071-3/+12
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* gallium: Fixes for clobbering stencil values in combined depth/stencil textures.Michel Dänzer2009-07-073-11/+64
| | | | | Also fix one case where a 32 bit depth value was incorrectly converted to a combined depth/stencil value.
* GLX/DRI1: Mark GLX visuals with depth != screen depth non-conformant.Michel Dänzer2009-07-071-0/+23
| | | | | Such visuals are subject to automatic compositing in the X server, so DRI1 can't render to them properly.
* gallium: Only set FRONT_STATUS_COPY_OF_BACK if there is a back buffer.Michel Dänzer2009-07-071-1/+2
| | | | Fixes potential crash when SwapBuffers is called but there's no back buffer.
* gallium: more fog extraction fixesZack Rusin2009-07-063-25/+39
| | | | | fix the cases when fog coord/front face/point coord are used in the same shader.
* demos: Fix vsync checking in glxgearsIan Romanick2009-07-061-19/+16
| | | | | | | | | | Of course glXGetVideoSyncSGI doesn't return the swap interval. The feature only exists in the Mesa extension... which is the whole reason I created the Mesa extension! Note that the Mesa extension allows drivers to default to a swap interval of 0. If the Mesa extension exists, use its value. Only consider the SGI extension when the Mesa extension is not available. Fixes bug #22604.
* wgl: Make the stw_framebuffer destructions threadsafe.José Fonseca2009-07-065-82/+186
| | | | | | | Ensure no other thread is accessing a framebuffer when it is being destroyed by acquiring both the global and per-framebuffer mutexes. Normal access only needs the global lock to walk the linked list and acquire the per-framebuffer mutex.
* wgl: Check for multiple threads before GET_CURRENT_CONTEXT.José Fonseca2009-07-061-2/+8
| | | | | Fixes wglthreads -- the 2nd thread MakeCurrent call was trying to flush the first thread context while still in use.
* wgl: Listen to WM_WINDOWPOSCHANGED instead of WM_SIZE messages.José Fonseca2009-07-061-44/+45
| | | | | | | | | | According to http://blogs.msdn.com/oldnewthing/archive/2008/01/15/7113860.aspx WM_SIZE is generated from WM_WINDOWPOSCHANGED by DefWindowProc so it can be masked out by the application. Also there were some weird bogus WM_SIZE 0x0 messages when starting sharedtex_mt which we don't get like this.
* i965: fix fetching constants from constant buffer in glsl pathRoland Scheidegger2009-07-044-17/+16
| | | | | | | | | | | | the driver used to overwrite grf0 then use implicit move by send instruction to move contents of grf0 to mrf1. However, we must not overwrite grf0 since it's still used later for fb write. Instead, do the move directly do mrf1 (we could use implicit move from another grf reg to mrf1 but since we need a mov to encode the data anyway it doesn't seem to make sense). I think the dp_READ/WRITE_16 functions may suffer from the same issue. While here also remove unnecessary msg_reg_nr parameter from the dataport functions since always message register 1 is used.
* i965: Remove bad constant buffer constant-reg-already-loaded optimization.Eric Anholt2009-07-041-13/+11
| | | | | | | Thanks to branching, the state of c->current_const[i].index at the point of emitting constant loads for this instruction may not match the actual constant currently loaded in the reg at runtime. Fixes a regression in my GLSL program for idr's class since b58b3a786aa38dcc9d72144c2cc691151e46e3d5.
* intel: Also update stencil bits in intel_update_wrapper().Michel Dänzer2009-07-031-0/+1
| | | | | Fixes assertion failure when binding depth/stencil texture to FBO stencil attachment.
* progs: revert damage to progs/SConscript from recent compressed texture commitKeith Whitwell2009-07-031-0/+9
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* mesa/shaders: fix gl_NormalMatrix state parametersKeith Whitwell2009-07-031-1/+1
| | | | | | gl_NormalMatrix is the inverse transpose of the modelview matrix, but as every matrix here needs to be transposed, we end up with {MODELVIEW_MATRIX, INVERSE}.
* st/wgl: don't advertise WGL_EXT_swap_interval stringKeith Whitwell2009-07-031-1/+1
| | | | | | | | | | This is a tweak to a previous fix -- it's not necessary to actually advertise this extension to prevent these games from crashing -- they ignore the extension string anyway. It's sufficient to just have GetProcAddress return some dummy function addresses for SwapInterval. Given we don't really implement this funcitonality, this is a better fix.
* wgl: Lookup framebuffers by HWND whenever possible.José Fonseca2009-07-031-0/+10
| | | | | Some applications create several HDCs for the same window, so spite the WGL API is geared towards HDCs it is not reliable searching by HDC.
* mesa: Assume depth textures have a single level unless told otherwise.José Fonseca2009-07-021-1/+3
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* mesa: s/TRUE/GL_TRUEKeith Whitwell2009-07-021-1/+1
| | | | Fix compile breakage on Linux.
* glapi: ensure _mesa_lookup_prim_by_nr() is not clobbered on regenerationKeith Whitwell2009-07-021-0/+23
| | | | Propogate changes to enums.c back up to the python source.
* Merge commit 'origin/dlist-statechange-shortcircuit' into mesa_7_5_branchKeith Whitwell2009-07-0214-37/+1011
|\ | | | | | | | | | | | | | | | | | | | | 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.
| * mesa/vbo: fix compile and replay of nodes ending in a FALLBACKKeith Whitwell2009-06-303-13/+187
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * mesa/dlist: fixes and improvements for material cachingKeith Whitwell2009-06-301-8/+16
| | | | | | | | | | | | | | | | | | | | | | 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.
| * progs/trivial: add dlist-mat-tri.cKeith Whitwell2009-06-302-0/+183
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| * progs/trivial: add test case for short-circuiting material changesKeith Whitwell2009-06-302-0/+175
| | | | | | | | | | Similar to dlist-tri-flat-tri, but using glMaterial calls, which have the extra property of being legal within Begin/End calls.
| * mesa/dlist: don't cache state which may not be replayed on CallListKeith Whitwell2009-06-301-1/+5
| | | | | | | | | | | | | | | | | | 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.
| * progs/trivial: add dlist-flat-tri.cKeith Whitwell2009-06-302-0/+172
| | | | | | | | | | | | | | | | | | State-change functions which precede the first call to glEnd() in a compiled list are vulnerable to not being executed when that list is called. In particular this can happen if a list is invoked from within a begin/end pair, as in this example.
| * mesa/dlist: invalidate cached dlist compile state after CallListKeith Whitwell2009-06-301-16/+24
| | | | | | | | | | | | When compiling a display list containing a CallList, it is necessary to invalidate any assumption about the GL state after the recursive call completes.
| * progs/trivial: add dlist-recursive-callKeith Whitwell2009-06-302-0/+191
| | | | | | | | | | | | | | | | | | | | When one display list calls another display list, it is possible that the calling display list makes state-changes or other actions which invalidate any attempt at caching or state-change elimination in the calling list. This test exercises one such case, where the called list consists of just a single glShadeModel() call.
| * dlist-tri-flat-tri: make tri render differently if flatshade not enabledKeith Whitwell2009-06-301-1/+3
| | | | | | | | | | When testing flat-shading, it helps to specify per-vertex colors so that you can distinguish between flat & smooth shading.
| * Merge branch 'mesa_7_5_branch' into dlist-statechange-shortcircuitKeith Whitwell2009-06-3015-272/+345
| |\ | | | | | | | | | Need this to pick up fixes for per-vertex materials.
| * | progs/trivial: test case for dlist statechange eliminationKeith Whitwell2009-06-302-0/+170
| | | | | | | | | | | | | | | | | | Creates a display list with redundant call to glShadeModel. View dlist contents with MESA_VERBOSE=list
| * | mesa/dlist: restore missing SAVE_FLUSH_VERTICES in save_ShadeModelKeith Whitwell2009-06-301-0/+1
| | | | | | | | | | | | | | | Reorganization of ShadeModel to avoid flushing vertices too often ended up never flushing vertices due to omitted line of code.
| * | mesa/vbo: use _lookup_prim_by_nr for debuggingKeith Whitwell2009-06-304-4/+4
| | | | | | | | | | | | Switch over to specialized enum lookup for primitives
| * | mesa: add debug printer for primitive nameKeith Whitwell2009-06-302-0/+28
| | | | | | | | | | | | | | | | | | 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.
| * | progs/glsl: link with GLEW libraryBrian Paul2009-06-301-1/+1
| | | | | | | | | | | | (cherry picked from commit b1f2f92d9b2d190d39fb1b5c919c59c9539a025a)
| * | mesa/dlist: shortcircuit some redundant statechanges at compile timeKeith Whitwell2009-06-302-19/+51
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * | progs/util: make sure function pointers are initializedKeith Whitwell2009-06-291-1/+6
| | | | | | | | | | | | | | | Call Init() from CompileShaderFile, was previously only called for the Text version of this function.
* | | mesa: ensure UsesFogFragCoord value is set for non-glsl shadersKeith Whitwell2009-07-022-0/+8
| | | | | | | | | | | | | | | | | | 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.
* | | st/gl: Add stubs for CompressedTexSubImage[1D|3D]Jakob Bornecrantz2009-06-301-0/+27
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* | | st/gl: Add support for glCompressedTexSubImageJakob Bornecrantz2009-06-301-0/+58
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* | | progs/tests: Add tests for glCompressedTexSubImageJakob Bornecrantz2009-06-306-9/+4269
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* | | util: Increase OutputDebugStringA to 4k.José Fonseca2009-07-011-4/+2
| | | | | | | | | | | | | | | | | | | | | According to http://unixwiz.net/techtips/outputdebugstring.html that's how big the buffer is. The 512bytes limitation is in kernel mode.
* | | mesa: Unbind depth/stencil surface from pipe_framebuffer when none is attached.José Fonseca2009-07-011-0/+2
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* | | st/wgl: dummy implementation of wgl swapinterval extensionKeith Whitwell2009-07-014-0/+63
| | | | | | | | | | | | | | | | | | | | | Required as some applications retrieve and call these functions regardless of the fact that we don't advertise the extension and further more the results of wglGetProcAddress are NULL.
* | | gallium: fix the front face semanticsZack Rusin2009-07-016-20/+60
| | | | | | | | | | | | | | | | | | | | | | | | 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.