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* vbo: make vbo_exec_vtx_wrap() staticBrian Paul2015-10-201-2/+0
| | | | | | Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Sinclair Yeh <[email protected]>
* vbo: make void vbo_exec_BeginVertices() staticBrian Paul2015-10-131-3/+1
| | | | | | Not called from any other file. Rename and move before use. Reviewed-by: Marek Olšák <[email protected]>
* vbo: document vbo_exec_context fieldsBrian Paul2015-10-131-7/+8
| | | | Reviewed-by: Marek Olšák <[email protected]>
* mesa: remove Driver.FlushVerticesMarek Olšák2015-10-031-1/+0
| | | | | | Nothing overrides it. Reviewed-by: Brian Paul <[email protected]>
* mesa: use fi_type in vertex attribute codeMarius Predut2015-02-251-5/+6
| | | | | | | | | | | | | | | | | | | | | | | For 32-bit builds, floating point operations use x86 FPU registers, not SSE registers. If we're actually storing an integer in a float variable, the value might get modified when written to memory. This patch changes the VBO code to use the fi_type (float/int union) to store/copy vertex attributes. Also, this can improve performance on x86 because moving floats with integer registers instead of FP registers is faster. Neil Roberts review: - include changes on all places that are storing attribute values. - check with and without -O3 compiler flag. Brian Paul review: - use fi_type type instead gl_constant_value type - fix a bunch of nit-picks. - fix compiler warnings Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82668 Signed-off-by: Marius Predut <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* s/Tungsten Graphics/VMware/José Fonseca2014-01-171-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the old copyright name is creating unnecessary confusion, hence this change. This was the sed script I used: $ cat tg2vmw.sed # Run as: # # git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed # # Rename copyrights s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g /Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./ s/TUNGSTEN GRAPHICS/VMWARE/g # Rename emails s/[email protected]/[email protected]/ s/[email protected]/[email protected]/g s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/ s/jrfonseca\[email protected]/[email protected]/g s/keithw\[email protected]/[email protected]/g s/[email protected]/[email protected]/g s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/ s/[email protected]/[email protected]/ # Remove dead links s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g # C string src/gallium/state_trackers/vega/api_misc.c s/"Tungsten Graphics, Inc"/"VMware, Inc"/ Reviewed-by: Brian Paul <[email protected]>
* mesa: simplify dispatch for glDraw* functionsBrian Paul2013-05-021-3/+0
| | | | | | | | | | | | Remove all the glDraw* functions from the GLvertexformat structure. The point of that dispatch struct is to handle all the functions which dispatch differently depending on whether we're inside glBegin/End. glDraw* are never allowed inside glBegin/End so we can remove those entries. This simplifies the code paths and gets rid of quite a bit of code. Reviewed-by: Jose Fonseca <[email protected]>
* vbo: fix possible use-after-free segfault after a VAO is deletedMarek Olšák2013-05-011-0/+1
| | | | | | | | | | | | | This like the fifth attempt to fix the issue. Also with the new "validating" flag, we can set recalculate_inputs to FALSE earlier in vbo_bind_arrays, because _mesa_update_state won't change it. NOTE: This is a candidate for the stable branches. v2: fixed a typo Reviewed-by: Brian Paul <[email protected]>
* mesa: remove #include "mfeatures.h" from numerous source filesBrian Paul2013-04-171-1/+0
| | | | | | None of the remaining FEATURE_x symbols in mfeatures.h are used anymore. Reviewed-by: Jordan Justen <[email protected]>
* vbo: fix glVertexAttribI* functionsMarek Olšák2012-11-061-0/+1
| | | | | | | | | | | | | | | | | | | | | | The functions were broken, because they converted ints to floats. Now we can finally advertise OpenGL 3.0. ;) In this commit, the vbo module also tracks the type for each attrib in addition to the size. It can be one of FLOAT, INT, UNSIGNED_INT. The little ugliness is the vertex attribs are declared as floats even though there may be integer values. The code just copies integer values into them without any conversion. This implementation passes the glVertexAttribI piglit test which I am going to commit in piglit soon. The test covers vertex arrays, immediate mode and display lists. NOTE: This is a candidate for the stable branches. Reviewed-by: Brian Paul <[email protected]> v2: cosmetic changes as suggested by Brian
* mesa: Remove support for NV_vertex_program's special attributes aliasingEric Anholt2012-10-151-1/+0
| | | | Reviewed-by: Brian Paul <[email protected]>
* mesa: remove FEATURE_beginend define.Oliver McFadden2012-09-151-15/+0
| | | | | Signed-off-by: Oliver McFadden <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* vbo: move vbo_draw_method into vbo_context.hMarek Olšák2012-05-081-36/+0
| | | | | | I'll need vbo_context in that function soon. Reviewed-by: Brian Paul <[email protected]>
* vbo: call UpdateState directly when notifying a driver about _NEW_ARRAYMarek Olšák2012-04-231-1/+2
| | | | | | | | Core Mesa doesn't need to know about this. This also removes the hack in recalculate_input_bindings. Reviewed-by: Brian Paul <[email protected]>
* mesa,vbo: properly detect when vertex arrays need to be recalculatedMarek Olšák2012-04-191-0/+1
| | | | | | | | | | | | | | | | | | | 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]>
* vbo: Clean up recalculate_input_bindings.Mathias Fröhlich2011-12-271-6/+0
| | | | | | | | | Now the gl_array_object's layout matches the one used in recalculate_input_bindings. Make use of this and remove the bind_array_obj function. Signed-off-by: Mathias Froehlich <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* vbo: signal _NEW_ARRAY when transitioning between glBegin/End, glDrawArraysBrian Paul2011-12-261-0/+36
| | | | | | | | | | | | | | | | | | | | | This fixes a regression seen with the isosurf demo when switching between glBegin/End and glDrawArrays (do it several times). The problem was the driver wasn't getting _NEW_ARRAY when the arrays were subtly changed: (vertex3f, normal3f) vs. (normal3f, vertex3f). This patch fixes that by signaling _NEW_ARRAY whenever we transition between glBegin/End and glDrawArrays mode and display lists. The patch also fixes up the initialization of the map_vp_none[] array to stop putting strange values in the last five elements of the array. v2: remove DRAW_ELEMENTS, don't distinguish between glDrawArrays and glDrawElements v3: add DRAW_DISPLAY_LIST for the display list case, just to be safe. Reviewed-by: Mathias Froehlich <[email protected]> Tested-by: Mathias Froehlich <[email protected]>
* vbo: Use The VERT_{ATTRIB,BIT} defines.Mathias Fröhlich2011-11-291-2/+2
| | | | | | Signed-off-by: Mathias Froehlich <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* vbo: better handling of VBO allocation failuresBrian Paul2011-11-111-0/+1
| | | | | | | | | | | Previously, if we failed to allocate a VBO (either for display list compilation or immediate mode rendering) we'd eventually segfault when trying to map the non-existant buffer or in a glVertex/Color/etc call when we hit a null pointer. Now we don't try to map non-existant buffers and if we do fail to allocate a VBO we plug in no-op functions for glVertex/Color/etc so we don't segfault.
* vbo: Clean up unused variables in the vbo module.Mathias Froehlich2011-10-221-9/+0
| | | | | Remove some unused or unused but set variables from the vbo module.
* mesa: s/INLINE/inline/Brian Paul2011-10-011-2/+2
| | | | | | | INLINE is still seen in some files (some generated files, etc) but this is a good start. Acked-by: Kenneth Graunke <[email protected]>
* vbo: add vbo_always_unmap_buffers()Brian Paul2011-03-011-0/+3
| | | | | | Drivers can call this function as needed. It tells the VBO module to always unmap the current glBegin/glEnd VBO when we flush. Otherwise it's possible to be in a flushed state but still have the VBO mapped.
* vbo: removed unused #defines, add commentsBrian Paul2011-02-221-3/+6
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* vbo: make vbo_exec_FlushVertices_internal() staticBrian Paul2011-02-211-1/+0
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* vbo: Include mfeatures.h in files that perform feature tests.Vinson Lee2011-01-091-0/+1
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* Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg2010-10-131-7/+7
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* vbo: remove unused prototypeBrian Paul2010-05-271-3/+0
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* vbo: make flush recursion check code per-contextBrian Paul2009-12-011-0/+4
| | | | This fixes invalid failed assertions when running multi-threaded apps.
* Merge branch 'mesa_7_6_branch'Brian Paul2009-11-041-1/+1
|\ | | | | | | | | | | Conflicts: src/mesa/drivers/windows/gdi/mesa.def
| * vbo: fix out-of-bounds array accessBrian Paul2009-11-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | The exec->vtx.inputs[] array was being written past its end. This was clobbering the following vbo_exec_context::eval state. Probably not noticed since evaluators and immediate mode rendering don't happen at the same time. Fixed the loop in vbo_exec_vtx_init(). Changed the size of the vbo_exec_context::vtx.arrays[] array. Added a bunch of debug-build assertions. Issue found by Vinson Lee.
* | mesa/main: New feature FEATURE_beginend.Chia-I Wu2009-09-301-0/+18
|/ | | | | This feature corresponds to the Begin/End paradigm. Disabling this feature also eliminates the use of GLvertexformat completely.
* vbo: move vp_mode enum to vbo_exec.h, use enum instead of GLuintBrian Paul2009-05-211-2/+8
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* vbo: use MapBufferRange where availableKeith Whitwell2009-03-031-5/+8
| | | | | | Previously would have to allocate a new VBO after firing a draw command as subsequent call to Map() on old VBO might block if the driver had submitted the commands to hardware.
* mesa: Add BeginVertices driver callKeith Whitwell2009-03-031-0/+2
| | | | | Provides notification to the VBO modules prior to the first immediate call. Pairs with FlushVertices()
* mesa: Fix glBegin-time test for invalid programs/shaders.Brian Paul2008-04-111-0/+3
| | | | Cherry-picked from master.
* Be more consistant with paths in #includes. Eventually, eliminate a bunch ↵Brian2007-07-041-1/+1
| | | | of -I flags.
* Remove unused index buffer.Keith Whitwell2007-01-151-3/+0
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* move public structure definitions to vbo.hKeith Whitwell2006-10-311-0/+1
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* Move edgeflag into the VERT_ATTRIB_SEVEN slot. This means that ourKeith Whitwell2006-10-301-3/+0
| | | | | | | NV_vertex_program implementation has slightly incorrect aliasing behaviour. I think this is reasonable given the simplification and the fact that the mainstream ARB_vp continues to have the correct behaviour.
* Remove wakeup functions. This code is intended to be active all theKeith Whitwell2006-10-301-1/+0
| | | | time.
* better handling of current attributes. Trivial dlist and varray tests workKeith Whitwell2006-10-301-4/+0
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* Checkpoint of new vbo-building code. Currently builds regular arraysKeith Whitwell2006-10-291-0/+175
rather than VBO's - VBOs are easy but need to look closer at the driver interface. The trivial/tri demo works.