| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
Makefile
src/mesa/main/version.h
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Fixes potential texture object leaks.
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Instead, stash the debug info under the handy debug flag.
Bug #20053
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Bug #21691.
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The _Enabled field isn't updated at the point that DrawBuffers is called,
and the Driver.Enable() function does the testing for stencil buffer
presence anyway.
bug #21608 for Radeon
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The docs actually explain this, but not in a terribly clear manner.
This nearly fixes the piglit cubemap testcase, except that something's
going wrong with the nearest filtering at 2x2 sizes in the testcase.
Looks good by visual inspection, though.
Bug #21692
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I don't have a testcase for this, but it seems clearly wrong.
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Before, if the VP output something that is in the attributes coming into
the WM but which isn't used by the WM, then WM would end up reading subsequent
varyings from the wrong places. This was visible with a GLSL demo
using gl_PointSize in the VS and a varying in the WM, as point size is in
the VUE but not used by the WM. There is now a regression test in piglit,
glsl-unused-varying.
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This comes from a radeon-rewrite fallback fix, but may also fix stencil
clear failure when the polygon winding mode is flipped.
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With 1D textures, GL_TEXTURE_WRAP_T should be ignored (only
GL_TEXTURE_WRAP_S should be respected). But the i965 hardware
seems to follow the value of GL_TEXTURE_WRAP_T even when sampling
1D textures.
This fix forces GL_TEXTURE_WRAP_T to be GL_REPEAT whenever 1D
textures are used; this allows the texture to be sampled
correctly, avoiding "imaginary" border elements in the T direction.
This bug was demonstrated in the Piglit tex1d-2dborder test.
With this fix, that test passes.
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One warning message:
drm_i915_getparam: -22
was still being sent to fprintf(). This causes all Piglit tests to fail,
even with MESA_DEBUG=0.
Using _mesa_warning() to emit the message allows the general Mesa controls
for messages like this to be applied.
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Fixes segfault in context tear-down when glClear was never called.
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No special driver changes are needed for this extension.
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Conflicts:
src/mesa/main/arrayobj.c
src/mesa/main/arrayobj.h
src/mesa/main/context.c
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gl_array_object encapsulates a set of vertex arrays (see the
GL_APPLE_vertex_array_object extension).
Create a private gl_array_object for drawing the quad for intel_clear_tris()
so we don't have to worry about the user's vertex array state.
This fixes the no-op glClear bug #21638 and removes the need to call
_mesa_PushClientAttrib() and _mesa_PopClientAttrib().
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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]>
(cherry picked from commit 2085cf24628be7cd297ab0f9ef5ce02bd5a006e2)
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Not 100% sure this is right, but the invalid assertion is fixed...
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This looks to be a win of a few percent in cairogears with new vbo code,
thanks to not polluting caches.
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Fixes failed assertion in progs/glsl/twoside.c (but still wrong rendering).
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Looking for memory leaks that were causing crashes in my environment
in a situation where valgrind would not work, I ended up improving
the i965 debug traces so I could better see where the memory was
being allocated and where it was going, in the regions and miptrees
code, and in the state caches. These traces were specific enough
that external scripts could determine what elements were not being
released, and where the memory leaks were.
I also ended up creating my own backtrace code in intel_regions.c,
to determine exactly where regions were being allocated and for what,
since valgrind wasn't working. Because it was useful, I left it in,
but disabled and compiled out. It can be activated by changing a flag
at the top of the file.
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A temporary change to the intelMakeCurrent() function to make
it work with frame buffer objects causes the static regions
associated with the context (the front_region, back_region,
and depth_region) to take on an additional reference, with
no corresponding release. This causes a memory leak if a
program repeatedly creates and destroys contexts.
The fix is the corresponding hack, to unreference these
regions when the context is deleted, but only if the
framebuffer objects are still present and the same
regions are still referenced within.
Both sets of code have comment blocks referring to each
other.
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When out of memory (in at least one case, triggered by a longrunning
memory leak), this code will segfault and crash. By checking for the
out-of-memory condition, the system can continue, and will report
the out-of-memory error later, a much preferable outcome.
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In addition to being HW accelerated, it avoids the incorrect
(black) rendering of the mipmaps that SW was doing in fbo-generatemipmap.
Improves the performance of the mipmap generation and drawing in
fbo-generatemipmap by 30%.
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Make this be its own function for setup/teardown of the binding of these
texcoords. No performance difference in the engine demo (I just felt dirty
not using a VBO for this), and I think it should be more resilient to
interference from current GL state.
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They seem to be used for something else and using them for shader temps
seems to lead to GPU lock-ups.
Call _mesa_warning() when we run out of temps.
Also, clean up some debug code.
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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.
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This fixes a crash in glean's pbo test, which tripped over the assert when a
context was destroyed while a buffer was still mapped (Mesa doesn't call
UnmapBuffer in that case). Regression in
c6bde8873fbda6d8467600b7491d8543c75b0509
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This snuck in with the multi-draw-buffers commit, and is a major penalty
to performance. It doesn't appear to be required, as the only dependency
the surface BO has is on the state key (and if there's some other dependency,
it should just be in the key).
This brings openarena performance up to almost 2% faster than Mesa 7.4.
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This was a leftover from the brw_wm_constant_buffer change.
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This can avoid re-uploading constant data when it isn't necessary, and is
a step towards not updating other surfaces just because constants change.
It also brings the upload of the constant buffer next to the creation.
This brings openarena performance up another 4%, to 91% of the Mesa 7.4 branch.
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Also, only create VS surface state if there's a VS constant buffer to be
uploaded, and set the contents of the buffer at the same time as creation.
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Really, the creation and upload of constants should be in the same place,
since they should only happen together, and a state flag should be
triggered by them so that we don't thrash state around so much for just
updating constants. But this still recovers openarena performance by
another 19%, leaving us 16% behind Mesa 7.4 branch.
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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.
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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]>
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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
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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)
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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.
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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.
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These types are only found in the new surface state cache now.
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