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* mesa: more complete fix for transform_invarient glitchesKeith Whitwell2009-05-056-11/+153
| | | | | | Add a new flag mvp_with_dp4 in the context, and use that to switch both ffvertex.c and programopt.c vertex transformation code to either DP4 or MUL/MAD implementations.
* mesa/main: set PREFER_DP4 to match position_invarient codeKeith Whitwell2009-05-051-1/+1
| | | | | | | | This is a quick fix for z fighting in quake4 caused by the mismatch between vertex transformation here and in the position_invarient code. Full fix would be to make this driver-tunable and adjust both position_invarient and ffvertex_prog.c code to respect driver preferences.
* wgl: Implemente SwapLayerBuffers.José Fonseca2009-05-054-5/+17
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* scons: Don't use deprecated Options.José Fonseca2009-05-052-9/+9
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* util: Limit the stack walk to avoid referencing undefined memory.José Fonseca2009-05-051-1/+10
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* gallium/tgsi: hack around linker/archiver breakageKeith Whitwell2009-05-051-0/+27
| | | | | | | Add a dummy function which exists only so that tgsi_text_translate() doesn't get magic-ed out of the libtgsi.a archive by the build system. Don't remove unless you know this has been fixed - check on mingw/scons builds as well.
* progs/trivial: add vbo-noninterleaved testKeith Whitwell2009-05-053-0/+141
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* wgl: Include alpha bits in pixel format's cColorBits field.José Fonseca2009-05-051-1/+1
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* gallium/draw: cope with unused vertex_elementsKeith Whitwell2009-05-053-2/+9
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* trivial: add line-flat.cKeith Whitwell2009-05-053-0/+149
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* wgl: UINT_PTR null value is an integral type, so return 0 instead of NULL.José Fonseca2009-05-051-2/+2
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* pb: Save the stack backtrace when creating/mapping a debug buffer.José Fonseca2009-05-051-1/+101
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* pb: Dump the fenced buffer sizes.José Fonseca2009-05-051-4/+6
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* nv04: small fix againStephane Marchesin2009-05-051-1/+2
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* Fix an nv04 bug (thanks Mhopf).Stephane Marchesin2009-05-051-1/+1
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* mesa: also print program params/constants when dumping shaders to diskBrian Paul2009-05-041-0/+4
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* mesa: remove some unfinished/devel codeBrian Paul2009-05-041-92/+0
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* draw: added some inf/nan debug code (disabled)Brian Paul2009-05-011-0/+6
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* gallium/glx: say we're direct renderingBrian Paul2009-05-011-5/+8
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* mesa: in glReadBufer() set _NEW_BUFFERS, not _NEW_PIXELBrian Paul2009-05-016-6/+7
| | | | | | | | | | | | | | | Since GL_READ_BUFFER is historically part of the gl_pixel_attrib group it made sense to signal changes with _NEW_PIXEL. But now with FBOs it's also part of the framebuffer state. Now _NEW_PIXEL strictly indicates pixels transfer state changes. This change avoids framebuffer state validation when any random bit of pixel-transfer state is set. DRI drivers updated too: don't check _NEW_COLOR when updating framebuffer state. I think that was just copied from the Xlib driver because we care about dither enable/disable state there.
* Merge branch 'mesa_7_5_branch'Brian Paul2009-05-012-6/+27
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| * st: create renderbuffer's pipe_surface in st_render_texture()Brian Paul2009-05-011-1/+11
| | | | | | | | | | | | Previously we created the pipe_surface during framebuffer validation. But if we did a glCopyTex[Sub]Image() before anything else we wouldn't yet have the surface. This fixes that.
| * mesa: fix state validation bug for glCopyTex[Sub]Image()Brian Paul2009-05-011-5/+16
| | | | | | | | | | We need to make sure the framebuffer state is up to date to make sure we read pixels from the right buffer when doing a texture image copy.
* | st: if st_swapbuffers() is called for single-buffered visual don't crashBrian Paul2009-05-011-1/+19
| | | | | | | | Furthermore, return pointer(s) to the front color buffer(s).
* | xlib winsys: use new st_swapbuffers() functionBrian Paul2009-05-011-14/+7
| | | | | | | | | | | | | | | | | | | | The front/back buffer pointers are truly swapped (when there is an actual front buffer). This fixes some issues seen with apps/tests that draw to both the front and back color buffers. The true swap allows us to avoid the (potentially) slow surface_copy() call in update_framebuffer_state() and is cleaner overall.
* | st: when creating an on-demand front color buffer, init to back buffer imageBrian Paul2009-05-011-1/+31
| | | | | | | | | | | | When we create a new front color buffer (user called glDrawBuffer(GL_FRONT)) initialize it to the contents of the back buffer. Any previous call to SwapBuffers() would have done that in effect, so make it reality.
* | st: added st_renderbuffer::defined flagBrian Paul2009-05-016-2/+28
| | | | | | | | | | | | | | | | | | | | Indicates whether there's defined image contents, or garbage/don't care. This is set when we draw into a renderbuffer and cleared when we resize/ reallocate a renderbuffer or do a buffer swap (back buffer becomes undefined). We use this to determine whether the front color buffer has been drawn to, and whether to display its contents upon glFlush/Finish(), when the new st_swapbuffers() function is used.
* | mesa: fix commentBrian Paul2009-05-011-1/+1
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* | Merge branch 'mesa_7_5_branch'Brian Paul2009-05-011-59/+59
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| * Fix symbol list for mangled Mesa on Darwin.Tom Fogal2009-05-011-59/+59
| | | | | | | | | | | | | | | | | | | | | | | | | | | | When building mangled Mesa on Darwin, the exported symbols are named `_mgluWhatever' instead of simply `_gluWhatever'. When using a list of exported symbols via the system ld's `-exported_symbols_list' command line option (as done by mklib), this resulted in error messages about exporting symbols which do not exist. Fortunately the file format accepts simple wildcards. This throws a wildcard so that the symbol list will match both the mangled and non-mangled names, preventing the warning and actually exporting the correct symbols in one shot.
| * mesa: remove -devel suffix from versionBrian Paul2009-05-011-1/+1
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* | set: new st_swapbuffers() which does a true front/back buffer swapBrian Paul2009-05-012-0/+83
| | | | | | | | | | The pointers to the front/back renderbuffers are exchanged. This new function isn't actually used yet...
* | actually add debug to the debug configZack Rusin2009-05-011-0/+1
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* | egl_xlib: Pass RTLD_LAZY to dlopen.José Fonseca2009-05-011-1/+3
| | | | | | | | | | dlopen manpage mandates that either RTLD_LAZY or RTLD_NOW flags must be passed. Not doing so was causing a NULL return on debian unstable x86-64.
* | Test either GL_FRONT_LEFT or GL_FRONT for front-buffer renderingIan Romanick2009-05-011-1/+2
| | | | | | | | | | | | | | | | | | | | | | For non-stereo visuals, which is all we support, we treat GL_FRONT_LEFT as GL_FRONT. However, they are technically different, and they have different enum values. Test for either one to determine if we're in front-buffer rendering mode. This fix was suggested by Pierre Willenbrock. Signed-off-by: Ian Romanick <[email protected]>
* | st: when double buffered, only create front color buffer on demandBrian Paul2009-05-012-8/+109
| | | | | | | | | | Before we always created the front color buffer, even if was never used. This can save some memory.
* | Merge branch 'const-buffer-changes'Brian Paul2009-05-0119-232/+505
|\ \ | | | | | | | | | | | | | | | | | | | | | Conflicts: src/mesa/drivers/dri/i965/brw_curbe.c src/mesa/drivers/dri/i965/brw_vs_emit.c src/mesa/drivers/dri/i965/brw_wm_glsl.c
| * | mesa: added _mesa_check_soa_dependencies() functionBrian Paul2009-04-292-0/+53
| | | | | | | | | | | | | | | This function will check an instruction to see if there's data dependencies between the dst and src registers if executed in an SOA manner.
| * | i965: #include prog_print.h to silence warningBrian Paul2009-04-271-0/+1
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| * | i965: only upload constant buffer data when we actually need the const bufferBrian Paul2009-04-276-17/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | Make the use_const_buffer field per-program and only call the code which updates the constant buffer's data if the flag is set. This should undo the perf regression from 20f3497e4b6756e330f7b3f54e8acaa1d6c92052 (cherry picked from master, commit dc9705d12d162ba6d087eb762e315de9f97bc456)
| * | i965: rework GLSL/WM register allocationBrian Paul2009-04-242-48/+168
| | | | | | | | | | | | | | | | | | | | | | | | | | | Use a bitvector of used/free flags. If we run out of temps, examine the live intervals of the temp regs in the program and free those which are no longer alive. Also, enable the new WM const buffer code.
| * | mesa: refactor code and make _mesa_find_temp_intervals() publicBrian Paul2009-04-242-22/+144
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| * | mesa: signal _NEW_PROGRAM_CONSTANTS instead of _NEW_PROGRAMBrian Paul2009-04-243-10/+11
| | | | | | | | | | | | | | | Use _NEW_PROGRAM_CONSTANTS when changing constant/uniform buffer values. Binding a new program/shader sets both _NEW_PROGRAM and _NEW_PROGRAM_CONSTANTS.
| * | i965: disable debug printfBrian Paul2009-04-221-1/+1
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| * | i965: enable VS constant buffersBrian Paul2009-04-221-5/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In the VS constants can now be handled in two different ways: 1. If there's room in the GRF, put constants there. They're preloaded from the CURBE prior to VS execution. This is the historical approach. The problem is the GRF may not have room for all the shader's constants and temps and misc registers. Hence... 2. Use a separate constant buffer which is read from using a READ message. This allows a very large number of constants and frees up GRF regs for shader temporaries. This is the new approach. May be a little slower than 1. 1 vs. 2 is chosen according to how many constants and temps the shader needs.
| * | i965: define BRW_MAX_GRFBrian Paul2009-04-221-0/+3
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| * | i965: remove old code to init surface-related cache IDsBrian Paul2009-04-221-14/+0
| | | | | | | | | | | | These types are only found in the new surface state cache now.
| * | i965: comments, reformattingBrian Paul2009-04-221-17/+38
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| * | i965: actually use the new, second surface state cacheBrian Paul2009-04-221-17/+22
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| * | i965: checkpoint commit: use two state caches instead of oneBrian Paul2009-04-224-45/+88
| | | | | | | | | | | | | | | | | | | | | The new, second cache will only be used for surface-related items. Since we can create many surfaces the original, single cache could get filled quickly. When we cleared it, we had to regenerate shaders, etc. With two caches, we can avoid doing that.