| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
First step in simplifying the vertex array / glDraw dispatch code.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
| |
Just expand the code.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
If the currently compiled primitive state is PRIM_UNKNOWN we should
not return true from _mesa_inside_dlist_begin_end(). This lets us
simplify the calls to that function.
Note, the call to _mesa_inside_dlist_begin_end() in vbo_save_EndList()
should have probably been checking for PRIM_UNKNOWN too, but it wasn't.
So there's no code change change.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
This is set during context creation/initialization. We know we're
not inside glBegin/glEnd at this point so use PRIM_OUTSIDE_BEGIN_END.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The old code didn't make sense. The clause in question did the
same thing as the next else-if clause. If we're already executing
a glBegin/End pair and we're starting a new primitive, that's an
error.
Fixes more failures in piglit gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
| |
The same assignment appears later in the function.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Functions like glDrawArrays, glDrawElements, etc. are illegal between
glBegin/glEnd and should generate GL_INVALID_OPERATION.
Fixes several piglit gl-1.0-beginend-coverage failures.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The _save_OBE_DrawArrays/Elements/RangeElements() functions are
called when building a display list and we know we're outside
glBegin/End.
We shouldn't call the normal _mesa_validate_DrawArrays/Elements()
functions here because those functions only work properly in immediate
mode or during dlist execution. At dlist compile time, we can't call
_mesa_update_state(), etc. and examine the current state since it won't
apply when the list is executed later.
Fixes several failures in piglit's gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
If we're in GL_COMPILE_AND_EXECUTE mode and inside glBegin, calling
glEndList() should generate an error.
Fixes a failure in piglit's gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
| |
The old code was hard to understand and not entirely correct.
Note that PRIM_INSIDE_UNKNOWN_PRIM is no longer set anywhere so
we'll be able to remove that next.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
...in terms of new _mesa_is_valid_prim_mode(). We need a mode validater
function that doesn't depend on current state for the display list code.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
| |
Use the new PRIM_MAX value instead so that new geometry shader primitive
types are accounted for.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
| |
These values pertain to display lists, and the new types of geometry
shader primitives can be used in display lists.
And add new PRIM_MAX constant for follow-on changes.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This removes the test for _mesa_inside_dlist_begin_end().
If ctx->Driver.CurrentSavePrimitive==PRIM_UNKNOWN (the initial value),
_mesa_inside_dlist_begin_end() will, confusingly, return TRUE.
So we didn't set the ctx->ListState.Current.ShadeModel value and it
remained in its indeterminate state.
This didn't effect correctness, but it defeated the intended optimization
of dropping redundant glShadeModel() state changes in order to
coalesce sequences of drawing commands.
Verified with new piglit gl-1.0-dlist-shademodel test.
Reviewed-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
Signed-off-by: Adam Jackson <[email protected]>
|
|
|
|
|
|
| |
Just like radeon/uvd, r600/sb fails to find the libdrm includes.
Signed-off-by: Lauri Kasanen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Without this patch, radeon_uvd failed to find the libdrm includes:
In file included from radeon_uvd.c:48:
../../winsys/radeon/drm/radeon_winsys.h:44:35: error:
libdrm/radeon_surface.h: No such file or directory
Signed-off-by: Lauri Kasanen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
When checking framebuffer completeness, we test each attachment.
We verify that all attachments are consistent in terms of layers.
1. They must all be layered, or all non-layered
2. If they are layered, they must match in depth
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
| |
If glFramebufferTexture is used, then the framebuffer attachment is
layered.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
With glFramebufferTexture, a renderbuffer may support
all layers of the texture, so we need the depth of the
renderbuffer to check for consistency which is required
for framebuffer completeness.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
NOTE: This is a candidate for the stable branches.
|
| |
|
|
|
|
|
|
|
|
| |
This list appears in the fixed bugs section of the release notes.
v2: Add usage examples
NOTE: This is a candidate for the stable branches.
|
|
|
|
| |
Not used anymore.
|
|
|
|
| |
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Not used anymore.
v2: Andreas Boll <[email protected]>
- split patch into two patches
- remove more unused code
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Not used anymore.
v2: Andreas Boll <[email protected]>
- split patch into two patches
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
| |
Removes the need of API_DEFINES.
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
| |
Removes the need of API_DEFINES.
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
| |
Reviewed-by: Matt Turner <[email protected]>
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This like the fifth attempt to fix the issue.
Also with the new "validating" flag, we can set recalculate_inputs to FALSE
earlier in vbo_bind_arrays, because _mesa_update_state won't change it.
NOTE: This is a candidate for the stable branches.
v2: fixed a typo
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The shadow comparitor needs to be loaded into the Z component of the
last DWord.
Fixes es3conform's shadow_execution_vert and oglconform's
shadow-grad advanced.textureGrad.1D tests on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
According to the Ivybridge PRM, Volume 4 Part 1, page 130, in the
section for the sample_d message: "The r coordinate contains the faceid,
and the r gradients are ignored by hardware."
This doesn't match GLSL, which provides gradients for all of the
coordinates. So we would need to do some math to compute the face ID
before using sample_d. We currently don't have any code to do that.
However, we do have a lowering pass that converts textureGrad to
textureLod, which solves this problem. Since textureGrad on three
components is sufficiently obscure, it's not a performance path.
For now, only handle samplerCubeShadow; we need tests for samplerCube
and samplerCubeArray.
Fixes es3conform's shadow_comparison_frag test on Haswell.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
| |
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
| |
Add an extra parameter to specify if we should clear the render target.
Signed-off-by: Christian König <[email protected]>
|
|
|
|
|
|
| |
MSVC doesn't like pointer arithmetic with void * so use GLubyte *.
Reviewed-by: Jose Fonseca<[email protected]>
|
|
|
|
| |
On GEN7+, is->dev.has_gen7_sol_reset is required.
|
| |
|
|
|
|
|
| |
When the SO targets are changed and no appending is requested, we need to send
SOL_RESET on GEN7+.
|
|
|
|
| |
With the commands supported by GPE, we can finally program the states.
|