| Commit message (Collapse) | Author | Age | Files | Lines |
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Don't know how that slipped by.
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Also, call vbo_sizeof_ib_type() once and fix argument cast in
MapBufferRange() call.
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Introduce vbo_get_minmax_indices() function to handle the min/max index
computation for nr_prims(>= 1). The old code just compute the first
prim's min/max index; this would results an error rendering if user
called functions like glMultiDrawElements(). This patch servers as
fixing this issue.
As when nr_prims = 1, we can pass 1 to paramter nr_prims, thus I made
vbo_get_minmax_index() static.
v2: per Roland's suggestion, put the indices address compuation into
vbo_get_minmax_index() instead.
Also do comination if possible to reduce map/unmap count
v3: per Brian's suggestion, use a pointer for start_prim to avoid
structure copy per loop.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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introduce vbo_sizeof_ib_type() function to return the index data type
size. I see some place use switch(ib->type) to get the index data type,
which is sort of duplicate.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[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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This function computes the number of primitives that will be generated
when the given drawing operation is performed. It accounts for the
tessellation that is performed on line strips, line loops, triangle
strips, triangle fans, quads, quad strips, and polygons, so it is
suitable for implementing the primitive counters needed by transform
feedback.
Reviewed-by: Kenneth Graunke <[email protected]>
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It's like DrawArrays, but the count is taken from a transform feedback
object.
This removes DrawTransformFeedback from dd_function_table and adds the same
function to GLvertexformat (with the function parameters matching GL).
The vbo_draw_func callback has a new parameter
"struct gl_transform_feedback_object *tfb_vertcount".
The rest of the code just validates states and forwards the transform
feedback object into vbo_draw_func.
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If mode is not GL_POINT/LINE/FILL we'll have already reported the
error earlier in the function and returned so we can never get here.
Reviewed-by: José Fonseca <[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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Signed-off-by: Mathias Froehlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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According opengl spec 4.2.pdf table 6.12 (Vertex Array Object State) at
page 515, the element buffer object is listed in vertex array object.
So, move the ElementArrayBufferObj inside gl_array_object to make
element buffer object per-vao.
This would fix most of(3 left) intel oglc vao test fail
NOTE: this is a candidate for the 7.11 branch.
Signed-off-by: Yuanhan Liu <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fix a build error in GLES-only build.
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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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None of the code in api_noop.c was used anymore. The new vbo_noop.c
functions are true no-ops. They'll be used to no-op glBegin/End functions
when we run out of VBO memory.
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Only a handful of functions from api_noop.c are actually used by
the VBO module. Move them to the VBO module. With this change,
none of the code in api_noop.c is actually used anymore.
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This patch ensures that gl_client_array::Integer is properly set to
GL_TRUE for vertex attributes specified using glVertexAttribIPointer,
and to GL_FALSE for vertex attributes specified using
glVertexAttribPointer, so that the vertex attributes can be
interpreted properly by driver back-ends.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Remove some unused or unused but set variables
from the vbo module.
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This is necessary because i965 will need to call vbo_bind_array() when
cleaning up after a buffer resolve meta-op.
Detailed Explanation
--------------------
The vbo module tracks vertex attributes separately from the gl_context.
Specifically, the vbo module maintins vertex attributes in
vbo_exec_context::array::inputs, which is synchronized with
gl_context::Array::ArrayObj::VertexAttrib by vbo_bind_array().
vbo_draw_arrays() calls vbo_bind_array() to perform the synchronization
before calling the real draw call, vbo_context::draw_arrays.
Intel hardware accomplishes buffer resolves with a meta-op. Frequently,
that meta-op must be performed within glDraw* in the moment immediately
before the draw occurs (The hardware designers hate us...). After
performing the meta-op, but before calling vbo_bind_array(), the
gl_context's vertex attributes will have been restored to their original
state (that is, their state before the meta-op began), but the vbo
module's vertex attribute are those used in the last meta-op. Therefore we
must manually synchronize the two with vbo_bind_array() before continuing
with the original draw command (that is, the one requested with glDraw*).
See brw_predraw_resolve_buffers(), which will be added in a future commit.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This hook allows the driver to prepare for a glBegin/glEnd.
i965 will use the hook to avoid avoid recursive calls to FLUSH_VERTICES
during a buffer resolve meta-op.
Detailed Justification
----------------------
When vertices are queued during a glBegin/glEnd block, those vertices must
of course be drawn before any rendering state changes. To enusure this,
Mesa calls FLUSH_VERTICES as a prehook to such state changes. Therefore,
FLUSH_VERTICES itself cannot change rendering state without falling into
a recursive trap.
This precludes meta-ops, namely i965 buffer resolves, from occuring while
any vertices are queued. To avoid that situation, i965 must satisfy the
following condition: that it queues no vertex if a buffer needs resolving.
To satisfy this, i965 will use the PrepareExecBegin hook to resolve all
buffers on entering a glBegin/glEnd block.
--------
v2: Don't add dd_function_table::CleanupExecEnd. Anholt and I discovered
that hook to be unnecessary.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Chad Versace <[email protected]>
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This is supported by the pseudo-code on pages 27 and 28 (pages 41 and
42 of the PDF) of the OpenGL 2.1 spec. The last part of the
implementation of ArrayElement is:
if (generic attribute array 0 enabled) {
if (generic vertex attribute 0 array normalization flag is set, and
type is not FLOAT or DOUBLE)
VertexAttrib[size]N[type]v(0, generic vertex attribute 0 array element i);
else
VertexAttrib[size][type]v(0, generic vertex attribute 0 array element i);
} else if (vertex array enabled) {
Vertex[size][type]v(vertex array element i);
}
Page 23 (page 37 of the PDF) of the same spec says:
"Setting generic vertex attribute zero specifies a vertex; the
four vertex coordinates are taken from the values of attribute
zero. A Vertex2, Vertex3, or Vertex4 command is completely
equivalent to the corresponding VertexAttrib* command with an
index of zero."
Fixes piglit test attribute0.
NOTE: This is a candidate for stable branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This reverts commit d631c19db47181129811080bfa772b210d762d4d.
The commit was broken, and ended up returning false all the time
because nobody in the world binds every single possible vertex array.
On further reflection, we don't want to discount stride == 0: This
function is just used for deciding to calculate whether to compute the
bonuds on the index, and there's no sense in computing index bounds
when stride == 0.
For the separate question of "how much data do I upload for this
vertex element?", the i965 driver was fixed to upload the data.
Fixes a regression of about 2x in 3DMMES, and most importantly, makes
Hammerfight playable.
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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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We now raise an GL_INVALID_ENUM in glBegin() if mode is illegal, as was
done in Yuanhan Liu's original patch.
Take geometry shaders support into account too.
Reviewed-by: Yuanhan Liu <[email protected]>
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Trigger GL_INVALID_ENUM error if the face paramter is not a valid value.
Trigger GL_INVALID_VALUE error if the GL_SHININESS value is out side
[0, ctx->Constant.MaxShiniess].
v2: fix the max shininess value.
v3: suggested by Brian, move the face check into glMaterialfv function
to reduce code duplicate. Also, refactor the error message.
Signed-off-by: Yuanhan Liu <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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MSVC does not support inline keyword.
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This adds the vertex processing paths for the 2101010 types. It converts
the attributes to floats for all the immediate entry points, some entrypoints
are normalised and the attrib APIs take a normalized parameter.
There are four main paths,
ui10 -> float unnormalized
i10 -> float unnormalized
ui10 -> float normalized
i10 -> float normalized
along with the ui2/i2 equivs.
Signed-off-by: Dave Airlie <[email protected]>
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Acked-by: Kristian Høgsberg <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Acked-by: Alan Coopersmith <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
Acked-by: Dave Airlie <[email protected]>
Build-Tested-by: Jakob Bornecrantz <[email protected]>
Tested-by: Eugeni Dodonov <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Replace all calls to dd_function_table::MapBuffer with appropriate
calls to dd_function_table::MapBufferRange, then remove all the cruft.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Move vbo_exec_FlushVertices_internal out of FEATURE_beginend.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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That code drops performance in Unigine Heaven and Tropics
by a factor of 10. That's too crazy even for a debug build.
NOTE: This is a candidate for the 7.11 branch.
Reviewed-by: Brian Paul <[email protected]>
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this moves getting the context into the debug in this function,
just spotted it trawling callgrind traces for other things.
Signed-off-by: Dave Airlie <[email protected]>
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In fixed function, stride == 0 (e.g. glColor4f() outside of the draw
call) would get turned into uniform inputs, which is why it was
ignored originally in this test. For shaders, drivers end up seeing a
need to upload stride == 0 data, and get confused by needing to upload
when vbo_all_varyings_in_vbos() returned true. In the 965 driver
case, it wouldn't bother to compute the min/max index, and uploaded
nothing if the min/max wasn't known.
We've talked about removing the ff stride=0-into-uniforms code, so
this check shouldn't be missed once that's gone.
Fixes ARB_vertex_buffer_object/mixed-immediate-and-vbo
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37934
Reviewed-by: Brian Paul <[email protected]>
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We would still want to consider that data as being in a VBO even if we
managed to produce this case, which as far as I know we can't.
Reviewed-by: Brian Paul <[email protected]>
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See piglit dlist-fdo31590.c test and
http://bugs.freedesktop.org/show_bug.cgi?id=31590
In this case we had node->prim_count=1 but node->count==0 because the
display list started with glBegin() but had no vertices. The call to
glEvalCoord1f() triggered the DO_FALLBACK() path. When replaying the
display list, the old condition basically no-op'd the call to
vbo_save_playback_vertex_list call(). That led to the invalid operation
error being raised in glEnd().
NOTE: This is a candidate for the 7.10 branch.
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See the piglit dlist-fdo31590.c test
NOTE: This is a candidate for the 7.10 branch.
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Signed-off-by: Brian Paul <[email protected]>
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