| Commit message (Collapse) | Author | Age | Files | Lines |
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filled in a valid pointer for that attribute or vertex array.
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CALL_by_offset, SET_by_offset, and GET_by_offset all had various problems.
The core issue is that parts of the device-independent code in Mesa assumes
that all functions have slots in the dispatch table. This is especially
true in the display list code. It will merrilly try to set dispatch
pointers for glVertexAttrib1fARB even if GL_ARB_vertex_program is not
supported. When the GET/SET/CALL macros are invoked, they would read a 0
from the remap table. The problem is that 0 is the dispatch offset for
glNewList!
One change is that the remap table is now initialized to be full of -1
values. In addtion, all of the *_by_offset marcos misbehave in an obvious
way if the specified offset is -1. SET_by_offset will do nothing,
GET_by_offset will return NULL, and CALL_by_offset, since it uses
GET_by_offset, will segfault.
I also had to add GL_EXT_blend_func_separate to the list of default
extensions in all_mesa_extensions (src/mesa/drivers/dri/common/utils.c).
Even though many drivers do not export this extension, glBlendFunc is
internally implemented by calling glBlendFuncSeparate. Without this
addition, glBlendFunc stopped working on drivers (such as mga) that do not
export GL_EXT_blend_func_separate.
There are still a few assertions / crashes in GL_ARB_vertex_program tests,
but I don't think that these are related to any of my changes.
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generated file, called src/mesa/glapi/dispatch.h, is added. This file
contains three macros for each API function. It contains a GET, a SET, and
a CALL. Each of the macros take a pointer to the context and a pointer to
the dispatch table.
In several threads on mesa3d-dev we discussed replacing _glapi_add_entrypoint
with a new function called _glapi_add_dispatch. For this discussion, the
important difference between the two is that the caller of _glapi_add_dispatch
does *not* know what the dispatch offset will be at compile time. Because of
this callers need to track the dispatch offset returned by
_glapi_add_dispatch.
http://marc.theaimsgroup.com/?t=111947074700001&r=1&w=2
The downside is that driver code then has to access the dispatch table two
different ways. It accesses it using structure tags (e.g., exec->Begin) for
functions with fixed offsets and via a remap table (e.g., exec[
remap->NewExtensionFunction ]) for functions without fixed offsets. Yuck!
Using the macros allows both types of functions to be accessed
identically. If a driver needs to set a pointer for Begin, it does
'SET_Begin(ctx, exec, my_begin_function)'. If it needs to set a pointer
for NewExtensionFunction, it does 'SET_NewExtensionFunction(ctx, exec,
my_NewExtensionFunction_function)'. Furthermore, if at some point in
the future a static offset is assigned for NewExtensionFunction, only
the macros need to change (instead of every single place that accesses a
table for that function).
This code differs slightly from the originally posted patches in that the
CALL, GET, and SET marcos no longer take a context pointer as a parameter.
Brian Paul had suggested that the remap table could be stored as a global
since it would be set at CreateScreen time and would be constant for all
contexts. This change reflects that feedback.
http://marc.theaimsgroup.com/?t=112087194700001&r=1&w=2
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use 64-bit pointers and 32-bit longs. So, operations like casting pointers
to unsigned long and back to pointer won't work. glheader.h now
includes files to define uintptr_t, which should instead be used for
this sort of operation. It is an integer type that is the same size
as a pointer.
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alias with the corresponding ARB functions.
GL_ARB_vertex_shader (and OpenGL 2.0's) VertexAttrib functions don't alias
with conventional vertex attributes, as GL_NV_vertex_program does.
So, the ARB and NV version of VertexAttrib need to be distinct.
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through the GL API directly, but should instead use the GL_CALL macro.
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generic vertex attribute commands, ignoring ctx->VertexProgram.Enabled
since this function may be used during display list compilation.
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The problem came from using the _glapi_Dispatch->VertexAttrib*fvNV pointers
since they can change from one glArrayElement call to the next.
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more efficiently.
Remove switches/conditionals from vertex attribute wrappers.
glMultiTexCoord is implemented in terms of glVertexAttrib.
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In fact, handle all conventional vertex attributes in terms of generic
attributes (execept for edge flags and color indexes).
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vertex arrays.
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Misc vertex array / vertex program changes.
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Re-org of some GL_NV_vertex_program code.
Replace MAX_TEXTURE_UNITS with MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS.
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1. Remove all.h and PC_HEADER junk.
2. Rolled mem.c and mem.h into imports.c and imports.h
3. Include imports.h instead of mem.h
Restore _mesa_create/initialize_context() to be like they were in 4.0.4
New wrappers for a few std C functions: _mesa_atoi(), _mesa_strstr(), etc.
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Added _mesa_printf()
Updated SetDrawBuffer() function in all drivers (ala 4.0.3)
Import 4.0.3/DRI changes.
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Fixed FogCoord / SecondaryColor mix-ups in api_arrayelt.c
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(void *) pointers.
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glVertex/glNormal/etc calls.
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New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
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