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* mesa: set _NEW_VARYING_VP_INPUTS flag only if fixed-func VP is enabled & validMarek Olšák2012-04-191-1/+10
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
* mesa: add _NEW_VARYING_VP_INPUTS for gl_context::varying_vp_inputsMarek Olšák2012-04-195-9/+11
| | | | | | | | | 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]>
* mesa,vbo: properly detect when vertex arrays need to be recalculatedMarek Olšák2012-04-196-45/+25
| | | | | | | | | | | | | | | | | | | 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]>
* mesa: only update _MaxElement when we actually need itMarek Olšák2012-04-191-1/+3
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
* st/mesa: use bitshifting to define state flagsMarek Olšák2012-04-191-6/+6
| | | | | Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Mathias Fröhlich <[email protected]>
* radeonsi: MIMG shader instructions require waiting for the results.Michel Dänzer2012-04-191-0/+2
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* radeonsi: Replace more magic numbers for sampler state.Michel Dänzer2012-04-191-7/+7
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* radeonsi: Fix mip filter encoding in sampler state.Michel Dänzer2012-04-191-3/+3
| | | | Blits are starting to work.
* radeonsi: Set tiling mode index for depth/stencil buffers.Michel Dänzer2012-04-191-19/+37
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* glsl: Remove unused mem_ctx field from ir_array_splitting_visitor.Kenneth Graunke2012-04-181-1/+0
| | | | | | | | 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]>
* i965: Rename BRW_MAX_SURFACES to BRW_MAX_WM_SURFACES.Kenneth Graunke2012-04-182-4/+4
| | | | | | | | 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]>
* i965: Fix outdated comments about binding tables.Kenneth Graunke2012-04-181-12/+8
| | | | | | | | | 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]>
* mesa: Use array object constructor.Mathias Fröhlich2012-04-182-2/+3
| | | | | | | | 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]>
* svga: flush drawing before clearingBrian Paul2012-04-181-0/+3
| | | | | | | | | 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]>
* pipebuffer: split up assertionBrian Paul2012-04-181-1/+2
| | | | | The problem with assert(a && b) is you don't know which term is zero when there's a failure.
* svga: return PIPE_OK instead of 0Brian Paul2012-04-181-1/+1
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* gallium/u_gen_mipmap: don't release vertex buffer at end of frame / in glFlushMarek Olšák2012-04-183-23/+4
| | | | | There's no reason to do that. The buffer being used for rendering is always mapped as unsynchronized.
* gallium/u_blit: don't release vertex buffer at end of frame / in glFlushMarek Olšák2012-04-183-19/+4
| | | | | There's no reason to do that. The buffer being used for rendering is always mapped as unsynchronized.
* gallium: remove PIPE_TRANSFER_NOOVERWRITE, use equivalent UNSYNCHRONIZEDMarek Olšák2012-04-183-3/+2
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* st/mesa: write vertices directly into the buffer for glClear fallbackMarek Olšák2012-04-182-20/+21
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* st/mesa: use u_upload_mgr to upload vertices for glClear fallbackMarek Olšák2012-04-184-66/+11
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* st/mesa: write vertices directly into the buffer in glDrawPixelsMarek Olšák2012-04-181-17/+15
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* st/mesa: use u_upload_mgr to upload vertices for glDrawPixelsMarek Olšák2012-04-181-8/+9
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* st/mesa: use u_upload_mgr to upload vertices for glDrawTexOESMarek Olšák2012-04-181-13/+13
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* st/mesa: write vertices directly into the buffer for glBitmapMarek Olšák2012-04-182-30/+32
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* st/mesa: use u_upload_mgr to upload vertices for glBitmapMarek Olšák2012-04-183-59/+23
| | | | instead of recreating the vertex buffer for each draw_vbo call.
* radeonsi: Improve calculation of number of pixel shader interpolants.Michel Dänzer2012-04-181-23/+7
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* radeonsi: Fix calculation of pitch value in sampler view state.Michel Dänzer2012-04-181-4/+2
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* radeonsi: Set tiling mode index in sampler view state.Michel Dänzer2012-04-181-0/+1
| | | | Hardcode index for linear mode for now.
* radeonsi: Replace magic numbers with register definitions in sampler state.Michel Dänzer2012-04-181-15/+15
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* radeonsi: Fix white border color type in sampler state.Michel Dänzer2012-04-181-1/+1
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* glsl/builtins: Rework profiles to use the new '.glsl' common suffix.Kenneth Graunke2012-04-1720-4807/+1902
| | | | | | | | | | | | | | | | | | | | Deletes a lot of pointless duplication, as well as some run-time effort. Conveniently, GLSL 1.40 no longer needs a .vert variant, since it doesn't define any built-ins specific to the vertex shader stage. ARB_texture_rectangle and OES_EGL_image_external also only need a single profile, since the .vert and .frag variants were identical. I didn't bother with EXT_texture_array and OES_texture_3D because they're so tiny that the savings would be miniscule. Cuts the generated builtin_function.cpp from 1.7MB to 1.0MB (41%). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Acked-by: Ian Romanick <[email protected]>
* glsl/builtins: Support stage-agnostic built-in profiles.Kenneth Graunke2012-04-171-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The built-in subsystem uses "profiles," or GLSL shaders containing prototypes for all built-ins supported within a particular language version (or extension) and shader stage. Since profiles were stage-specific, we had to cut and paste almost all the prototypes between (e.g.) 110.vert and 110.frag. Naturally, this led to sundry cut and paste bugs, where someone fixed an issue in .frag but neglected to update .vert, or vice-versa. Geometry shaders would have only made this worse. This patch introduces support for a new '.glsl' profile suffix which contains prototypes common to all shader stages. The existing '.frag' and '.vert' profiles need only contain the few stage-specific built-ins. Not only does this remove duplication, it makes built-in setup slightly faster: we don't need to re-read the common prototypes and function bodies for both the vertex and fragment shader stage. Internally, this was trivial. We already create a list of gl_shader objects to search through for built-ins: one for the core language version/stage, and additional shaders for any extensions in use. This patch simply adds another shader to the list: core/common, core/stage, and extensions. The next patch will update the profiles to remove the duplication. It's separated out purely to make review easier. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Acked-by: Ian Romanick <[email protected]>
* glsl: Make the standalone compiler accept '.glsl' files.Kenneth Graunke2012-04-171-1/+1
| | | | | | | | | | These ought to be treated as 'any stage', but for now, they're just treated as vertex shaders. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Acked-by: Ian Romanick <[email protected]>
* mesa: add a couple fast-paths to fast_read_rgba_pixels_memcpy()Brian Paul2012-04-171-7/+55
| | | | | | | | | | | | Accelerates a few glReadPixels cases for WebGL. See https://bugs.freedesktop.org/show_bug.cgi?id=48545 v2: Per Jose, use bit twiddling for the swizzle case instead of ubyte arrays (it's about 44% faster). Note: This is a candidate for the 8.0 branch. Reviewed-by: José Fonseca <[email protected]>
* configure.ac: add IA64 support.Dave Airlie2012-04-171-1/+1
| | | | | | | | ia64 on Linux can use DRI as well. Reported-by: russiane39 on #radeon Bugzilla: http://bugs.freedesktop.org/show_bug.cgi?id=48788 Signed-off-by: Dave Airlie <[email protected]>
* glsl/builtins: Use ivec for texel offsets in textureProjGradOffset.Kenneth Graunke2012-04-173-4/+4
| | | | | | | | | | | | | | | | | The GLSL 1.30 -> 4.10 specs all erroneously say "vec2" for a few overloads of textureProjGradOffset, while most overloads and all other texturing functions use ivec types. The GLSL 4.20 specification corrects these to "ivec2", but doesn't mention this as being a conscious change in behavior. Nor does the ARB_shading_language_420pack extension. So presumably it was a typo. At any rate, our builtin functions all use ivec already, so the fact that these prototypes use plain vecs will only lead to applications dying in a fire when trying to use them. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* nv50: specify location of UCPs to code generatorChristoph Bumiller2012-04-171-0/+2
| | | | | Was made configurable in e44089b2f79aa2dcaacf348911433d1e21235c0c for Kepler but forgot to update nv50.
* r600g: Use automake to generate MakefileTom Stellard2012-04-173-17/+18
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* Revert "glsl: Refuse to link GLSL 1.40+ shaders that would use fixed function."Eric Anholt2012-04-161-14/+0
| | | | | | | | | | | | | | | | | | | | | This reverts commit 4ec449a6ed1d2cea3bf83d6518b3b352ce5daceb. I meant to not push this one. Review found that a link error is not mandated: it should link, but you get undefined rendering if you rely on a missing stage. page 42/55 section 2.11 "Vertex Shaders": "If the program object has no vertex shader, or no program object is currently in use, the results of vertex shader execution are undefined." (and similar for page 160/173 section 3.9 "Fragment Shaders" for FS, and page 45/58 section 2.11.2 "Program Objects" for program being 0) It turns out the commit was broken anyway, because it was missing a "goto done", so linkstatus got smashed back to true later and the error just showed up as a warning in the infolog.
* docs: Update GLSL 1.40 status.Eric Anholt2012-04-161-1/+2
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* docs: Update that int textures got done for GL3.Eric Anholt2012-04-161-1/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* docs: Update that ARB_draw_instanced is on in i965.Eric Anholt2012-04-161-1/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* docs: Update TBO support.Eric Anholt2012-04-161-1/+1
| | | | | | | | All I know of that needs finishing in Mesa is to enable the extension in a GL3.1 core context on i965 -- we're not going to expose it in non-3.1 core contexts. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Refuse to link GLSL 1.40+ shaders that would use fixed function.Eric Anholt2012-04-161-0/+14
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add remaining *sampler2DRect* texture functions.Eric Anholt2012-04-163-0/+158
| | | | | | Fixes the new piglit texelFetch() tests on these. Note that the rest of the new functions are not tested (same as the non-2DRect versions of most of them).
* glsl: Fix the prototype of textureProjGradOffset(sampler2DShadow)Eric Anholt2012-04-161-1/+1
| | | | | | | Indirectly caught by Ken's review of my GLSL 1.40 changes where I copy-and-pasted this line. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Mark [iu]sampler{Buffer,2DRect}as reserved in GLSL 1.40.Eric Anholt2012-04-162-2/+14
| | | | | | | | | The non-integer versions were already reserved in 1.30, but apparently these were forgotten. Fixes piglit glsl-1.40/compiler/reserved/ Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add textureSize(*samplerBuffer) support.Eric Anholt2012-04-163-0/+9
| | | | | | Fixes the corresponding new tests in piglit. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Fix comment typo in 1.40 work.Eric Anholt2012-04-161-1/+1
| | | | Reviewed-by: Kenneth Graunke <[email protected]>