| Commit message (Collapse) | Author | Age | Files | Lines |
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Basically a sed but shaderapi.c and get.c.
get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior
shaderapi.c => the old api stil update the Shader object directly
V2: formatting improvement
V3 (idr):
* Rebase fixes after a block of code was moved from ir_to_mesa.cpp to
shaderapi.c.
* Trivial reformatting.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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_mesa_update_vao_client_arrays() is less of a mouthful than
_mesa_update_array_object_client_arrays(), and generally clearer.
Generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/_mesa_\([^_]*\)_array_object/_mesa_\1_vao/g'
with manual whitespace and indentation fixes applied.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When reading through the Mesa drawing code, it's not immediately obvious
to me that "ArrayObj" (gl_array_object) is the Vertex Array Object (VAO)
state. The comment above the structure explains this, but readers still
have to remember this and translate accordingly.
Out of context, "array object" is a fairly vague. Even in context,
"array" has a lot of meanings: glDrawArrays, vertex data stored in user
arrays, gl_client_arrays, gl_vertex_attrib_arrays, and so on.
Using the term "VAO" immediately associates these fields with the OpenGL
concept, clarifying the situation and aiding programmer sanity.
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
-e 's/ArrayObj;/VAO;/g' \
-e 's/->ArrayObj/->VAO/g' \
-e 's/Array\.ArrayObj/Array.VAO/g' \
-e 's/Array\.DefaultArrayObj/Array.DefaultVAO/g'
v2: Rerun command to resolve conflicts with Ian's meta patches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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array.
These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
-print0 | xargs -0 sed -i \
-e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
-e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
-e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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v2: Use MAX_VIEWPORTS instead of ctx->Const.MaxViewports because the
driver may not set ctx->Const.MaxViewports yet.
v3: Handle all viewport entries in update_viewport_matrix and
_mesa_copy_context too. This was previously in an earlier patch.
Having the code in the earlier patch could cause _mesa_copy_context to
access a matrix that hadn't been constructed.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> [v2]
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Only element 0 of the array is used anywhere at this time, so there
should be no changes.
v4: Split out from a single megapatch. Suggested by Ken.
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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update_array() and update_array_format() are changed to update the new
attrib and binding states, and the client arrays become derived state.
Reviewed-by: Eric Anholt <[email protected]>
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This will be used by the ARB_vertex_attrib_binding implementation.
This reverts commit db38e9a0e179441f59274f6f2a751912c29872e2.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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If Const.CheckArrayBounds is false, the only code using _MaxElement is
glDrawRangeElements, so I changed it and explained in the code why
_MaxElement is not very useful there.
BTW, the big magic number was copied to the letter
from _mesa_update_array_max_element.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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This brings the license text in line with the MIT License as published
on the Open Source Initiative website:
http://opensource.org/licenses/mit-license.php
Generated automatically be the following shell command:
$ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {}
This introduces some wrapping issues, to be fixed in the next commit.
Reviewed-by: Brian Paul <[email protected]>
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Generated automatically be the following shell command:
$ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/BRIAN PAUL/THE AUTHORS/' {}
The intention here is to protect all authors, not just Brian Paul. I
believe that was already the sensible interpretation, but spelling it
out is probably better.
More practically, it also prevents people from accidentally copy &
pasting the license into a new file which says Brian is not liable when
he isn't even one of the authors.
Reviewed-by: Brian Paul <[email protected]>
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v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <[email protected]>
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Use alternate code in intel, r200, radeon drivers.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Make it a local macro for the i915 driver.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <[email protected]>
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Make it a local macro for the i915 driver.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <[email protected]>
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For the i915 driver, make it a local macro.
v2: use conditional operator instead of bit shifting
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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For the i915 driver, make it a local macro.
v2: use conditional operator instead of bit shifting
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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It has 2 dependencies: glClampColor and the framebuffer, we might just as well
do the update where those two are changed.
v2: cosmetic changes from Brian's email
Reviewed-by: Brian Paul <[email protected]>
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This should reduce shader recompilations with drivers that emulate fragment
color clamping, because we want the clamping to be enabled only if there is
a signed normalized or floating-point colorbuffer.
Reviewed-by: Brian Paul <[email protected]>
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v2: cosmetic changes from Brian's email
Reviewed-by: Brian Paul <[email protected]>
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The idea here is to not flag _NEW_VARYING_VP_INPUTS when shaders (either
GLSL or ARB vp/fp) are in use. If either TNL or TexEnv programs are
active, at least one stage is using fixed function.
On Pineview, fixes 20 Piglit, 60 oglconforms, and 7 ES 1.1 conformance
tests, as well as missing textures in Xonotic. These were all
regressions since commit fb4a34e60eb4c1bdc7b0fdcd98d1bf3038c354e8.
NOTE: This is a candidate for the 9.0 branch.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49127
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54807
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In a few cases, remove unneeded casts.
And fix a few other const-correctness issues.
Reviewed-by: Kenneth Graunke <[email protected]>
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The field wasn't actually used before and it's not used now either.
But this is a more logical place for it and will hopefully allow
doing smarter draw/array validation (per array object) in the future.
Reviewed-by: Mathias Fröhlich <[email protected]>
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This reverts commit 0de5a21470b3bff9b7c8714e5d960d5ed9d01b9c.
I was wrong, we use it in the vbo module too.
This fixes a performance regression in Nexuiz.
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This is a frequently-updated state and _NEW_ARRAY already causes revalidation
of the vbo module. It's kinda counter-productive to recompute arrays
in the vbo module if _NEW_ARRAY is set and then set _NEW_ARRAY again.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This moves the RebindArrays flag into the vbo module, consolidates the code,
and adds missing vbo_draw_method calls.
Also with this change, the vertex arrays are not needlessly recalculated twice.
The issue with the old code was:
- If recalculate_input_bindings updates vp_varying_inputs, _NEW_ARRAY is set.
- _mesa_update_state is called and the vp_varying_inputs change causes
regeneration of the fixed-function shaders, which also sets _NEW_PROGRAM.
- The occurence of either _NEW_ARRAY or _NEW_PROGRAM sets
the recalculate_inputs flag to TRUE again.
- The new code sets the flag to FALSE after the second _mesa_update_state,
because there can't possibly be any change which would require recalculating
the arrays.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This will replace the soon-to-be-removed _DD_NEW_SEPARATE_SPECULAR flag.
Note: there's a similar composite _MESA_NEW_NEED_EYE_COORDS flag set already.
Reviewed-by: José Fonseca <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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At least one place, the _mesa_need_secondary_color function in
state.h, uses this to make decisions. The next patch in this series
will add another dependency. Ideally, this field would go away and be
replace by a flag or something.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Caused by commit 7a1e941ebee43cb97a2c77fd2269999b202308a2.
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Use a bitmask approach to compute gl_array_object::_MaxElement.
To make this work correctly depending on the shader type actually used,
make use of the newly introduced typed bitmask getters.
With this change I gain about 5% draw time on some osgviewer examples.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The args to _mesa_reference_shader_program() can't be const.
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Previously the fixed-function fragment shader was tracked as a
gl_program. This means that it shows up in the driver as a Mesa IR
program instead of as a GLSL IR program. If a driver doesn't generate
Mesa IR from the GLSL IR, that program is empty. If the program is
empty there is either no rendering or a GPU hang.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Replace the distinct struct gl_client_array members in gl_array_object by
an array of gl_client_arrays indexed by VERT_ATTRIB_*.
Renumber the vertex attributes slightly to keep the old semantics of the
distinct array members. Make use of the upper 32 bits in VERT_BIT_*.
Update all occurances of the distinct struct members with the array
equivalents.
Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Make gl_program::InputsRead a 64 bits bitfield.
Adapt the intel and radeon driver to handle a 64 bits
InputsRead value.
Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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If alpha test is enabled and there's no color buffers we still need the
fragment shader to emit a color.
v2: add _NEW_COLOR flag in _mesa_update_state_locked()
Fixes piglit fbo-alphatest-nocolor-ff failures with Gallium drivers.
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Eric Anholt <[email protected]> (i965)
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When there is no ARB_vertex_program program enabled, the Current
pointer points at a default program, so we were always using
VERTEX_PROGRAM_TWO_SIDE, even for fixed function lighting.
Fixes piglit two-sided-lighting*
Reviewed-by: Brian Paul <[email protected]>
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This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen. Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization. Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
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