| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Mathias Fröhlich <[email protected]>
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Instead of NONE/ARB use FF/SHADER. Move the enum declaration to
vbo_private.h where it's used.
Reviewed-by: Mathias Fröhlich <[email protected]>
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Rather than calling it indirectly in each driver.
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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The term "client array" is a legacy thing dating back to the pre-VBO
era when _all_ vertex arrays lived in client memory.
Nowadays, it only contains vertex array state which is derived from
gl_array_attributes and gl_vertex_buffer_binding. It's used by the
VBO module and some drivers.
Reviewed-by: Anuj Phogat <[email protected]>
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Not called from any other file.
Reviewed-by: Charmaine Lee <[email protected]>
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In bc4e0c4 (vbo: Use a bitmask to track the active arrays in vbo_exec*.)
we stopped looping over all the attributes and resetting all slots.
Which exposed an issue in vbo_exec_bind_arrays() for handling GENERIC0
vs. POS.
Split out a helper which can reset a particular slot, so that
vbo_exec_bind_arrays() can re-use it to reset POS.
This fixes an issue with 0ad (and possibly others).
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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The use of a bitmask makes functions iterating only active
attributes less visible in profiles.
v2: Use _mesa_bit_scan{,64} instead of open coding.
v3: Use u_bit_scan{,64} instead of _mesa_bit_scan{,64}.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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Not called from any other file. Rename and move before use.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
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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]>
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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]>
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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]>
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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]>
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None of the remaining FEATURE_x symbols in mfeatures.h are used anymore.
Reviewed-by: Jordan Justen <[email protected]>
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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
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Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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I'll need vbo_context in that function soon.
Reviewed-by: Brian Paul <[email protected]>
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Core Mesa doesn't need to know about this.
This also removes the hack in recalculate_input_bindings.
Reviewed-by: Brian Paul <[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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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]>
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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]>
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Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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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.
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Remove some unused or unused but set variables
from the vbo module.
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INLINE is still seen in some files (some generated files, etc) but this
is a good start.
Acked-by: Kenneth Graunke <[email protected]>
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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.
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This fixes invalid failed assertions when running multi-threaded apps.
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Conflicts:
src/mesa/drivers/windows/gdi/mesa.def
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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.
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This feature corresponds to the Begin/End paradigm. Disabling this
feature also eliminates the use of GLvertexformat completely.
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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.
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Provides notification to the VBO modules prior to the first immediate call.
Pairs with FlushVertices()
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Cherry-picked from master.
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of -I flags.
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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.
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time.
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