| Commit message (Collapse) | Author | Age | Files | Lines |
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To de-clutter st_context.h.
Clean up remaining function prototypes in st_context.h.
The st_vp_uses_current_values() helper is only used in st_context.c
so move it there.
The st_get_active_states() function is only used in st_context.c so
remove its prototype in st_context.h
Reviewed-by: Neha Bhende <[email protected]>
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They're now identical, so we can just compile it once.
Reviewed-by: Marek Olšák <[email protected]>
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for AMD_depth_clamp_separate.
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Tested-by: Dieter Nützel <[email protected]>
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The slot index is always 0, and is pretty unlikely to change in the future.
Reviewed-by: Brian Paul <[email protected]>
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Set the _DrawArray pointer to NULL when calling into the Drivers
Bitmap/CopyPixels/DrawAtlasBitmaps/DrawPixels/DrawTex hooks.
This fixes an assert that gets uncovered when the following
patch gets applied.
v2: Mute from within the state tracker instead of generic mesa.
v3: Avoid evaluating _DrawArrays from within st_validate_state.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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those are unused.
st_context: 10120 -> 3704 bytes
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This is nicer on caches, and the next commit will need to access
the structure from a different place.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Julien Isorce <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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v2: use const_uploader
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Tested-by: Charmaine Lee <[email protected]>
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Here we move OriginUpperLeft and PixelCenterInteger into gl_program
all other fields have been replace by shader_info.
V2: Don't use anonymous union/structs to hold vertex/fragment fields
suggested by Ian.
Reviewed-by: Jason Ekstrand <[email protected]>
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Previously, the sampler view code was scattered across several different
files.
Note, the previous REALLOC(), FREE() for st_texture_object::sampler_views
are replaced by realloc(), free() to avoid conflicting macros in Mesa vs.
Gallium.
Reviewed-by: Edward O'Callaghan <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This plugs the new API into the gallium state tracker.
Signed-off-by: Dave Airlie <[email protected]>
Acked-by: Andres Gomez <[email protected]>
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This just needs to be done by st_validate_state.
v2: add "shaders_may_be_dirty" flags for not skipping st_validate_state
on _NEW_PROGRAM to detect real shader changes
Reviewed-by: Nicolai Hähnle <[email protected]>
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The goal is to do this in st_validate_state:
while (dirty)
atoms[u_bit_scan(&dirty)]->update(st);
That implies that atoms can't specify which flags they consume.
There is exactly one ST_NEW_* flag for each atom. (58 flags in total)
There are macros that combine multiple flags into one for easier use.
All _NEW_* flags are translated into ST_NEW_* flags in st_invalidate_state.
st/mesa doesn't keep the _NEW_* flags after that.
torcs is 2% faster between the previous patch and the end of this series.
v2: - add st_atom_list.h to Makefile.sources
Reviewed-by: Nicolai Hähnle <[email protected]>
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Whenever a draw happens or some other function call might change the result
of future glReadPixels calls, we must invalidate the cache.
Reviewed-by: Marek Olšák <[email protected]>
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I neglected to free the sampler view which was created earlier in the
function. So for each glCallLists() command that used the bitmap atlas
to draw text, we'd leak a sampler view object.
Also, check for st_create_texture_sampler_view() failure and record
GL_OUT_OF_MEMORY.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Charmaine Lee <[email protected]>
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This basically saves the current pipeline state, sets up state for
rendering, constructs a set of textured quads, renders, then restores
the previous pipeline state.
It shouldn't be hard to implement a similar function for non-gallium
drives. With some code refactoring, the vertex definition code could
probably be shared.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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The glClear, glBitmap and glDrawPixels code now use a new st_draw_quad()
helper function.
Reviewed-by: Jose Fonseca <[email protected]>
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Define a new st_util_vertex structure which is a bit smaller (9 floats
versus the previous 12 floats per vertex). Clean up the glClear,
glDrawPixels and glBitmap code that sets up the vertex data and does the
drawing so it's all very similar. This can lead to more consolidation.
v2: add assertion that vertex buffer slot == 0 to catch possible future
change in cso_get_aux_vertex_buffer_slot() behavior.
Reviewed-by: Jose Fonseca <[email protected]>
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Compute needs a new and different validation path.
Changes from v2:
- make use of unreachable() instead of assert() when the pipeline is
invalid
- move the st_pipeline enumeration to st_context.h instead of st_api.h
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Bitmaps may be drawn with a PIPE_TEXTURE_2D or PIPE_TEXTURE_RECT resource
as determined at context creation by checking if PIPE_CAP_NPOT_TEXTURES is
supported. But many places in the bitmap code were hard-coded to use
PIPE_TEXTURE_2D. Use st->internal_target instead.
I think an older NV chip is the only case where a gallium driver does not
support NPOT textures. Bitmap drawing was probably broken for that GPU.
Also, we only need one sampler state with texcoord normalization set up
according to st->internal_target.
Reviewed-by: Roland Scheidegger <[email protected]>
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Most apps don't use glBitmap so don't allocate the bitmap cache or
gallium state objects/shaders/etc until the first call to st_Bitmap().
v2: simplify a conditional, per Gustaw Smolarczyk.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Now all the code to setup the vertex data and draw it is in one place.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Move setup/restoration of rendering state into helper functions.
This makes the draw_bitmap_quad() function much more concise.
Reviewed-by: Nicolai Hähnle <[email protected]>
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The _mesa_Bitmap() caller already checks for zero-sized bitmaps.
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If the only dirty state is mesa's _NEW_PROGRAM_CONSTANTS flag, we can
skip state validation before drawing a bitmap since that state doesn't
effect bitmap rendering.
This further increases the performance of the ipers demo on llvmpipe
to about what it was before commit 36c93a6fae27561.
Reviewed-by: José Fonseca <[email protected]>
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The fixed alignment of u_upload_mgr will go away.
This is the first step.
The motivation is that one u_upload_mgr can have multiple users,
each allocating from the same buffer, but requiring a different alignment.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Spotted by luck. The GLSL uniform storage is only associated once
in LinkShader and can't be reallocated afterwards, because that would
break the association.
v2: don't remove st_upload_constants calls, clarify why they're needed
Cc: 11.0 11.1 <[email protected]>
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Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
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vbuf is never null. We want to make sure that a resource was allocated
for the vbuf, which is *vbuf.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The return buffer or the returned pointer can be used instead.
Reviewed-by: Brian Paul <[email protected]>
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Not needed for other shader stages.
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Reviewed-by: Roland Scheidegger <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Almost all drivers ignore them.
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Tested-by: Nick Sarnie <[email protected]>
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