| Commit message (Collapse) | Author | Age | Files | Lines |
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This isn't quite right yet. The delete behavior and the context
clean-up needs some work.
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Return GL_FALSE if we failed to allocate the buffer. Then raise
GL_OUT_OF_MEMORY in core Mesa.
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Previously, MultiDrawElements just called DrawElements a bunch of times.
By sending several primitives down the pipeline at once, we avoid a bunch
of validation. On my GL demo, this improves fps by 2.5% (+/- .41%) and
reduces CPU usage by 70.5% (+/- 2.9%) (n=3).
Reviewed by: Ian Romanick <[email protected]>
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This was never fully fleshed out and hasn't been used.
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Conflicts:
scons/gallium.py
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/include/pipe/p_defines.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_exec_draw.c
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Will be needed in coming GL extensions (GL_map_buffer_range, GL 3.0).
Will be used by the vbo module to avoid reallocating vbo's at each
draw primitive call.
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Provides notification to the VBO modules prior to the first immediate call.
Pairs with FlushVertices()
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The old implementation could overwrite the caller's param buffer.
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Add a 'CheckQuery()' driver callback to mesa to check query completion.
Make pipe_query an opaque type.
Rework softpipe queries, support overlapping occlusion queries.
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This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
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Rename some structs and fields to be more consistant with the rest of mesa.
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Called from the _mesa_test_framebuffer_completeness() function to give the
driver the chance to make a framebuffer as incomplete if it doesn't meet
some specific hardware restriction.
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(cherry picked from commit c366fd83b617db6c8c064802ff4bf120d654507d)
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Brought over from gallium-0.2 branch.
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The old implementation could overwrite the caller's param buffer.
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(cherry picked from commit c3395f4473c8fdf75d04c0dd72e687bc8d8127a7)
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(cherry picked from commit 4c2f3dbca940f289e67248682b84a3516d5a3031)
Conflicts:
src/mesa/drivers/common/driverfuncs.c
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They're changed by the intel driver implementation and thus not const.
Fixes compilation warning.
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t_vb_program.c
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Make sure that we bind the right buffer (draw or read) when rebinding
the window framebuffer (the api doesn't allow binding different draw and
read buffers at the same time, but the default window framebuffer is basically
2 fb objects, one for read, one for write, which can be different). Pass both
of these two down the driver api (no driver uses this right now).
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Compute the region after we've locked (and possibly updated the buffer's size).
Same thing is needed for ctx->Driver.Clear().
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debug) it's only used there.
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"gl_" to match other structs.
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and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
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Update a lot of loops, conditionals to use the _TNL_FIRST/LAST_* values
instead of specific vertex attributes.
Remove the EdgeFlagv function from the GLvertexformat struct.
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GL_ARB_vertex_program.
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- When deleting texture objects, unbind from FBOs if necessary.
- Changed driver hooks for starting/ending render to texture.
- Now properly handle case where gl[Copy]TexImage() is called after
glFramebufferTexture[123]D(). That didn't work before.
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rendering to a texture has likely completed.
Fixed refcount issue in texture renderbuffer wrapper.
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depthstencil.c provides wrappers for treating depth/stencil buffers either
as regular depth or stencil renderbuffers.
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un-transforming light positions and spot directions when popping light
state off the attribute stack.
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ctx->Driver.Stencil*Separate() functions.
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yet).
Extends the query mechanism to query elapsed time while rendering.
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