| Commit message (Collapse) | Author | Age | Files | Lines |
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This should help avoid confusion now that we're using the gl_api enum
to distinguishing between core and compatibility API's. The
corresponding enum value for core API's is API_OPENGL_CORE.
Acked-by: Eric Anholt <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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According to the ARB_vertex_type_2_10_10_10_rev specification:
"The error INVALID_ENUM is generated by VertexP*, NormalP*,
TexCoordP*, MultiTexCoordP*, ColorP*, or SecondaryColorP if <type>
is not UNSIGNED_INT_2_10_10_10_REV or INT_2_10_10_10_REV."
Fixes 7 subcases of oglconform's packed-vertex test.
v2: Add "gl" prefix to error messages (pointed out by Brian).
Also rebase atop the ctx plumbing.
Reviewed-by: Brian Paul <[email protected]>
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Traditionally, OpenGL has had two separate equations for converting from
signed normalized fixed-point data to floating point data. One was used
primarily for vertex data, while the other was primarily for texturing
and framebuffer data.
However, ES 3.0 and GL 4.2 change this, declaring there's only one
equation to be used in all cases. Unfortunately, it's the other one.
v2: Correctly convert 0b10 to -1.0, as pointed out by Chris Forbes.
Reviewed-by: Chris Forbes <[email protected]>
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The rules for converting these values actually depend on the current
context API and version. The next patch will implement those changes.
v2: Mark ctx as const, as suggested by Brian.
Reviewed-by: Chris Forbes <[email protected]>
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Since a signed 2-bit integer can only represent -1, 0, or 1, it is
tempting to simply to convert it directly to a float. This maps it
onto the correct range of [-1.0, 1.0]. However, it gives different
values compared to the usual equation:
(2.0 * 1.0 + 1.0) * (1.0 / 3.0) = +1.0 (same)
(2.0 * 0.0 + 1.0) * (1.0 / 3.0) = +0.33333333... (different)
(2.0 * -1.0 + 1.0) * (1.0 / 3.0) = -0.33333333... (different)
According to the GL_ARB_vertex_type_2_10_10_10_rev extension, signed
normalization is performed using equation 2.2 from the GL 3.2
specification, which is:
f = (2c + 1)/(2^b - 1). (2.2)
Comments below that equation state: "In general, this representation is
used for signed normalized fixed-point parameters in GL commands, such
as vertex attribute values." Which is what we're doing here.
The 3.2 specification goes on to declare an alternate formula:
f = max{c/(2^(b-1) - 1), -1.0} (2.3)
which is closer to the existing code, and maps the end points to exactly
-1.0 and 1.0. Comments below the equation state: "In general, this
representation is used for signed normalized fixed-point texture or
framebuffer values." Which is *not* what we're doing here.
It then states: "Everywhere that signed normalized fixed-point
values are converted, the equation used is specified." This is the real
clincher: the extension explicitly specifies that we must use equation
2.2, not 2.3. So we need to do (2x + 1) / 3.
This matches the behavior expected by oglconform's packed-vertex test,
and is correct for desktop GL (pre-4.2). It's not correct for ES 3.0,
but a future patch will correct that.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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For the 10-bit components, the divisor was incorrect. A 10-bit signed
integer can represent -2^9 through 2^9 - 1, which leads to the following
ranges:
(float)value.x -> [ -512, 511]
2.0F * (float)value.x -> [-1024, 1022]
2.0F * (float)value.x + 1.0F -> [-1023, 1023]
So dividing by 511 would incorrectly scale it to approximately:
[-2.001956947, 2.001956947]. To correctly scale to [-1.0, 1.0], we need
to divide by 1023.
This correctly implements the desktop GL rules. ES 3.0 has different
rules, but those will be implemented in a separate patch.
Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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Not maintained since 2008. Doubtful that it's worked in quite a while.
Also see commit 32ac8cb05 which removed VMS stuff from Makefile in 2009.
Cc: Jouk Jansen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Andreas Boll <[email protected]>
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Reviewed-by: Jose Fonseca <[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: Jose Fonseca <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Note that the MAP2 getters were missing from the implementation. Neat.
v2: Rebase on top of get.c changes.
Reviewed-by: Brian Paul <[email protected]> (v1)
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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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Signed-off-by: Oliver McFadden <[email protected]>
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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Signed-off-by: Oliver McFadden <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Just to make it consistent with the rest of vbo, since it would
be an exported symbol anyways.
Reviewed-by: Matt Turner <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This patch has been generated by the following Coccinelle semantic
patch:
// Remove useless checks for NULL before freeing
//
// free (NULL) is a no-op, so there is no need to avoid it
@@
expression E;
@@
+ free (E);
+ E = NULL;
- if (unlikely (E != NULL)) {
- free(E);
(
- E = NULL;
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- E = 0;
)
...
- }
@@
expression E;
type T;
@@
+ free ((T) E);
+ E = NULL;
- if (unlikely (E != NULL)) {
- free((T) E);
(
- E = NULL;
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- E = 0;
)
...
- }
@@
expression E;
@@
+ free (E);
- if (unlikely (E != NULL)) {
- free (E);
- }
@@
expression E;
type T;
@@
+ free ((T) E);
- if (unlikely (E != NULL)) {
- free ((T) E);
- }
Reviewed-by: Brian Paul <[email protected]>
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This patch has been generated by the following Coccinelle semantic
patch:
// Don't cast the return value of malloc/realloc.
//
// Casting the return value of malloc/realloc only stands to hide
// errors.
@@
type T;
expression E1, E2;
@@
- (T)
(
_mesa_align_calloc(E1, E2)
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_mesa_align_malloc(E1, E2)
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calloc(E1, E2)
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malloc(E1)
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realloc(E1, E2)
)
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v2: replace instances in dri/common/ dirs
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: replace instances in dri/common/ dirs
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Fix completely broken condition around ClearColorIiEXT and
ClearColorIuiEXT.
v3: Add special VertexAttrib handling for ES2.
Signed-off-by: Ian Romanick <[email protected]>
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wrapper
Signed-off-by: Ian Romanick <[email protected]>
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Acked-by: Ian Romanick <[email protected]>
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Some parameters need to be checked only once.
check_valid_to_render needs to be called only once.
The validate function is based on the one for DrawElements.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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It's called in _mesa_validate_DrawArraysInstanced already.
Reviewed-by: Brian Paul <[email protected]>
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For some reason regular gcc on Linux didn't catch these but the mingw
compiler did (generated errors, not warnings).
v2: include the changes in src/mapi/ too
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Since it's a derived field.
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Reviewed-by: Brian Paul <[email protected]>
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When PrimitiveRestartInSoftware is set, the VBO module will handle
primitive restart scenarios before calling the vbo->draw_prims
drawing function.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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vbo_sw_primitive_restart implements primitive restart in software
by splitting primitive draws apart.
This is based on similar support in mesa/state_tracker/st_draw.c.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This flag has been around for a while but it wasn't actually used anywhere.
Now, setting this flag causes a glFlush() to be issued after each
drawing call (including glBegin/End, glDrawElements, glDrawArrays,
glDrawPixels, glCopyPixels and glBitmap).
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When glColorMaterial() is used to latch glColor commands to a material
attribute, glMaterial calls to change that material should become no-ops.
This failed to work properly when the glMaterial call was inside a
display list.
This removes the Material function from the vbo_attrib_tmp.h template
file. We have separate/different implementations for the "save" and
"exec" cases now.
NOTE: This is a candidate for the 8.0 branch.
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The vbo module recomputes its states if _NEW_ARRAY is set, so it shouldn't use
the same flag to notify the driver. Since we've run out of bits in NewState
and NewState is for core Mesa anyway, we need to find another way.
This patch is the first to start decoupling the state flags meant only
for core Mesa and those only for drivers.
The idea is to have two flag sets:
- gl_context::NewState - used by core Mesa only
- gl_context::NewDriverState - used by drivers only (the flags are defined
by the driver and opaque to core Mesa)
It makes perfect sense to use NewState|=_NEW_ARRAY to notify the vbo module
that the user changed vertex arrays, and the vbo module in turn sets
a driver-specific flag to notify the driver that it should update its vertex
array bindings.
The driver decides which bits of NewDriverState should be set and stores them
in gl_context::DriverFlags. Then, Core Mesa can do this:
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
This patch implements this behavior and adapts st/mesa.
DriverFlags.NewArray is set to ST_NEW_VERTEX_ARRAYS.
Core Mesa only sets NewDriverState. It's the driver's responsibility to read
it whenever it wants and reset it to 0.
Reviewed-by: Brian Paul <[email protected]>
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In the future we'd like to treat vertex arrays as a state and
not as a parameter to the draw function. This is the first step
towards that goal. Part of the goal is to avoid array re-validation
for every draw call.
This commit adds:
const struct gl_client_array **gl_context::Array::_DrawArrays.
The pointer is changed in:
* vbo_draw_method
* vbo_rebase_prims - unused by gallium
* vbo_split_prims - unused by gallium
* st_RasterPos
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 fixes an assertion failure since:
commit 81afdd20f3f574ce29559d8ad77df5c77652009e
vbo: don't check twice whether it's valid to render
FLUSH_CURRENT may set _NEW_CURRENT_ATTRIB.
Reviewed-by: Brian Paul <[email protected]>
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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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It's not nice when you have several variables pointing to the same array
and you wanna ask your editor "where is this used" and you only get an answer
for one of the four currval, legacy_currval, generic_currval, mat_currval,
which is quite useless, because you never see the whole picture.
Let's get rid of the additional pointers.
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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It's already done in _mesa_validate_Draw* and it's not needed to do it again
unless I am missing something.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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