| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to implement KHR_no_error support for unmap
functions.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to add KHR_no_error support for *BufferRange
functions.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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We should never get here if this is 0 unless there is a
bug. Replace the check with an assert.
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This doesn't do anything useful so just remove it.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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This avoids validation and looking up the buffer target for a second time.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This allows internal users to pass buffer objects directly and
allows for KHR_no_error support to be more easily added.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2:
- spec quote and style (Ian)
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Trivial.
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To be a little more understandable.
Reviewed-by: Anuj Phogat <[email protected]>
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When a vertex buffer object gets deleted, it is unbound
at the VAO. To do this use _mesa_bind_vertex_buffer instead
of plain unreferencing the buffer object. This keeps the VAOs
internal state consistent. In this case it showed up with
gl_vertex_array_object::VertexAttribBufferMask getting out of
sync.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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According to GL4.5 spec:
An INVALID_OPERATION error is generated if any part of the speci-
fied buffer range is mapped with MapBufferRange or MapBuffer (see sec-
tion 6.3), unless it was mapped with MAP_PERSISTENT_BIT set in the Map-
BufferRange access flags.
So we should use the if range is mapped path.
This fixes:
GL45-CTS.buffer_storage.map_persistent_buffer_sub_data
Reviewed-by: Nicolai Hähnle <[email protected]>
Cc: "12.0, 11.2" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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All the other error messages use decimal. Let's be consistent.
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
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We were locking the Shared->Mutex and then using calling functions like
_mesa_HashInsert that do additional per-hash-table locking internally.
Instead just lock each hash-table's mutex and use functions like
_mesa_HashInsertLocked and the new _mesa_HashRemoveLocked.
In order to do this, we need to remove the locking from
_mesa_HashFindFreeKeyBlock since it will always be called with the
per-hash-table lock taken.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Silences warnings with 32-bit Linux gcc builds and MinGW which doesn't
recognize the ‘t’ conversion character.
Reviewed-by: Sinclair Yeh <[email protected]>
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Allow ES 3.1 contexts to access the texture buffer functionality.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Similar to commit dd9d2963d6 (mesa: AtomicBufferBindings should be
initialized to zero.), we should reset these to zero when unbinding.
This fixes a number of dEQP failures due to cross-test pollution. The
tests properly unbound everything, but when querying the values again,
the expectation was that they would be 0.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Add QueryBuffer and initialise it to NullBufferObj on start
Signed-off-by: Rafal Mielniczuk <[email protected]>
[imirkin: also release QueryBuffer on free]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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When set to a truish value, this globally disables the minmax cache for all
buffer objects.
No #ifdef DEBUG guards because this option can be interesting for
benchmarking.
Reviewed-by: Marek Olšák <[email protected]>
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Some games developers are unaware that an index buffer in a VBO still needs
to be read by the CPU if some varying data comes from a user pointer (unless
glDrawRangeElements and friends are used). This is particularly bad when
they tell us that the index buffer should live in VRAM.
This cache helps, e.g. lifting This War Of Mine (a particularly bad
offender) from under 10fps to slightly over 20fps on a Carrizo.
Note that there is nothing prohibiting a user from rendering from multiple
threads simultaneously with the same index buffer, hence the locking. (The
internal buffer map taken for the buffer still leads to a race, but at least
the locks are a move in the right direction.)
v2: disable the cache on USAGE_TEXTURE_BUFFER as well (Chris Forbes)
v3:
- use bool instead of GLboolean for MinMaxCacheDirty (Ian Romanick)
- replace the sticky USAGE_PERSISTENT_WRITE_MAP bit by a direct
AccessFlags check
Reviewed-by: Chris Forbes <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]>
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Note that the conversion of the clear data (when data != NULL) can fail due
to an out of memory condition, but it does not check any error conditions
mandated by the spec. Therefore, it is safe to skip when size == 0.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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We will want to disable minmax index caching for buffers that are used in this
way.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Sanity check of BindVertexBuffer for OpenGL ES in
_mesa_handle_bind_buffer_gen breaks OpenGL ES 2 conformance.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93426
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Change the check to be in line with what the quoted spec fragment says.
I have sent out a piglit test for this as well.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Reduced code duplication should make the code more maintainable.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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gl_buffer_object has grown more complicated and requires cleanup. Using this
function from drivers will be more future-proof.
Reviewed-by: Marek Olšák <[email protected]>
Cc: "11.0 11.1" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This reverts commit 8cf2e892fca20c4776b4a07c39918343cb2d4e0e. It's
entirely bogus to attempt to store anything about the binding in the
buffer object itself, which might be bound any number of times.
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: Samuel Iglesias Gonsálvez <[email protected]>
Cc: Marta Lofstedt <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Commit 5bb5eeea fixes a bug indicating that the surfaces should have the
API buffer size. Hovewer it picked the wrong value.
This patch adds a new variable, which takes into account
glBindBufferRange() values. This patch fixes the following CTS
regressions:
ES31-CTS.shader_storage_buffer_object.advanced-unsizedArrayLength-cs-std430-vec-bindrangeOffset
ES31-CTS.shader_storage_buffer_object.advanced-unsizedArrayLength-cs-std430-vec-bindrangeSize
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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Reported-by: Dieter Nützel <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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v2:
* Add braces '{}' when the _mesa_debug call spans multiple lines (Ken)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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We need a different ID pointer for each call site.
Reviewed-by: Ilia Mirkin <[email protected]>
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