| Commit message (Collapse) | Author | Age | Files | Lines |
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Use the 'vao' local var in more places.
Reviewed-by: Mathias Fröhlich <[email protected]>
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The structure contains the attributes of a vertex array. The old name
was kind of confusing.
Reviewed-by: Mathias Fröhlich <[email protected]>
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Rename to gl_vertex_attrib_array::BufferBindingIndex because this field
is an index into the array of buffer binding points. This makes some
code a little easier to follow since there's also a "VertexBinding" field
in gl_vertex_array_object.
Reviewed-by: Mathias Fröhlich <[email protected]>
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Increases the performance of legacy geometry-heavy apps
still using display lists.
Performance increase for a targeted testcase is on the
order of 8x, and applications like ParaView 4.x (5.x uses
no longer used display lists) improve by about 10%-20%.
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Fixes conditional jump depending on uninitialized value
in si_state_draw.c:593
Cc: <[email protected]>
Signed-off-by: Miklós Máté <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Jan Ziak (http://atom-symbol.net) <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The max basevertex is already computed and added into max_index by the
caller, _tnl_draw_prims.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97351
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of checking for mapped buffers in vbo_bind_arrays
do this check in api_validate.c. This additionally
enables printing the draw calls name into the error
string.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Move the function to check if all vao buffers are
unmapped into the vao implementation file.
Rename the function to _mesa_all_buffers_are_unmapped.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In array draw do not check if the vertex buffer object that
is used to implement immediate mode glBegin/glEnd is mapped.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Looks like it was missed originally. The multi version is there already.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97331
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Cc: [email protected]
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It's used from both mesa main and gallium.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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The field is only read for printing today and
there it was probably a leftover.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The way it is used today does not care about the
Enabled flag anymore.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Instead of gl_client_array::Enabled inside a VAO,
directly use the gl_vertex_attrib_array::Enabled value
which is the origin of the above.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Only a debugging function, but move away from
gl_client_array and use the first order information
from the VAO.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Only a debugging function, but move away from
gl_client_array and use the first order information
from the VAO. Also make use of gl_vert_attrib_name.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Similarily to _mesa_all_varyings_in_vbos walk the VAO
to check if we have an illegal mapped buffer object
instead of walking all gl_client_arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In vbo_draw_transform_feedback we currently look at
exec->array.inputs to determine if all varying
vertex attributes reside in vbos. But the vbo_bind_arrays
call only happens past the vbo_all_varyings_in_vbos
query. Thus we may work on a stale set of client arrays.
Using the current VAOs content for this query feels much
more logical to me.
Additionally with this change mesa makes more use of the
information already tracked in the VAO instead of looping
across VERT_ATTRIB_MAX vertex arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In case of split primitives we need to restore
the original setting of the vtx.attrsz array to make
immediate mode attribute array tracking work.
v2: Use bool instead of boolean.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Tested-by: Brian Paul <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96950
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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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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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Right now, we're setting the range to [0, 0] which is obviously bogus.
Instead, we should set it to be invalid like we do for DrawIndirect.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Right now, we're just setting the range to [0, MAX_UINT32] which, while
correct isn't helpful. With DrawIndirect, you can't really know what the
actual range is so we may as well flag it as being an invalid range. This
is what we do for draws with index buffer which is similar (the indices
aren't statically known) if a bit simpler.
Cc: "11.1 11.2" <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes:
GL33-CTS.gtf33.GL3Tests.vertex_type_2_10_10_10_rev.vertex_type_2_10_10_10_rev_attrib
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
Signed-off-by: Dave Airlie <[email protected]>
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Spotted by Coverity
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Vinson Lee <[email protected]>
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Fixes the OpenGLES 3.1 CTS:
* ESEXT-CTS.draw_elements_base_vertex_tests.invalid_mapped_bos
Because this is triggering the error message after the normal API
validation phase, we don't have the API function name available, and
therefore we generate an error message without the draw call name:
Mesa: User error: GL_INVALID_OPERATION in draw call (vertex buffers are mapped)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95142
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This extension is identical to ARB_base_instance. Reuse the same
entrypoints.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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When applications stream their index buffers, the caches for those BOs become
useless and add overhead, so we want to disable them. The tricky part is
coming up with the right heuristic for *when* to disable them.
The first question is which hit rate to aim for. Since I'm not aware of any
interesting borderline applications that do something like "draw two or three
times for each upload", I just kept it simple.
The second question is how soon we should give up on the caching. Applications
might have a warm-up phase where they fill a buffer gradually but then keep
reusing it. For this reason, I count the number of indices that hit and miss
(instead of the number of calls that hit or miss), since comparing that to
the size of the buffer makes sense.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Some games developers are unaware that an index buffer in a VBO still needs
to be read by the CPU if some varying data comes from a user pointer (unless
glDrawRangeElements and friends are used). This is particularly bad when
they tell us that the index buffer should live in VRAM.
This cache helps, e.g. lifting This War Of Mine (a particularly bad
offender) from under 10fps to slightly over 20fps on a Carrizo.
Note that there is nothing prohibiting a user from rendering from multiple
threads simultaneously with the same index buffer, hence the locking. (The
internal buffer map taken for the buffer still leads to a race, but at least
the locks are a move in the right direction.)
v2: disable the cache on USAGE_TEXTURE_BUFFER as well (Chris Forbes)
v3:
- use bool instead of GLboolean for MinMaxCacheDirty (Ian Romanick)
- replace the sticky USAGE_PERSISTENT_WRITE_MAP bit by a direct
AccessFlags check
Reviewed-by: Chris Forbes <[email protected]> (v2)
Reviewed-by: Marek Olšák <[email protected]>
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We will add more code for caching/memoization. Moving the existing code
into its own file helps keep things modular.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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All indirect draws are passed to the new draw function. By default
there's a fallback implementation which pipes it right back to
draw_prims, but eventually both the fallback and draw_prim's support for
indirect drawing should be removed.
This should allow a backend to properly support ARB_multi_draw_indirect
and ARB_indirect_parameters.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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The drivers will need this for passing in gl_DrawIDARB. For indirect
multidraw calls, we get the prim array and prim[i].draw_id == i and is
redundant. But for non-indirect calls, we get one primitive at a time
and need the draw_id field.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Very long line loops which spanned 3 or more vertex buffers were not
handled correctly and could result in stray lines.
The piglit lineloop test draws 10000 vertices by default, and is not
long enough to trigger this. Even 'lineloop -count 100000' doesn't
trigger the bug.
For future reference, the issue can be reproduced by changing Mesa's
VBO_VERT_BUFFER_SIZE to 4096 and changing the piglit lineloop test to
use glVertex2f(), draw 3 loops instead of 1, and specifying -count
1023.
Acked-by: Sinclair Yeh <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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This has been tested with the piglits in the mailing list and
on the Dolphin emulator.
Reviewed-by: Ilia Mirkin <[email protected]>
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With just the right sequence of per-vertex commands and state changes,
it's possible for this assertion to fail (such as with viewperf11's
lightwave-06-1 test). Instead of asserting, return 0 so that the
caller knows the VBO is full and needs to be flushed.
Reviewed-by: Charmaine Lee <[email protected]>
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Instead of calling memcpy() 'n' times, we can do it all at once since
the source and dest regions are all contiguous.
Reviewed-by: Matt Turner <[email protected]>
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When a long GL_LINE_LOOP prim was split across primitives we drew
stray lines. See previous commit for details.
This patch converts GL_LINE_LOOP prims into GL_LINE_STRIP prims so
that drivers don't have to worry about the _mesa_prim::begin/end flags.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174
Reviewed-by: Jose Fonseca <[email protected]>
Acked-by: Sinclair Yeh <[email protected]>
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When long GL_LINE_LOOP primitives don't fit in one vertex buffer they
have to be split across buffers. The code to do this was basically correct
but drivers had to pay special attention to the _mesa_prim::begin,end flags
in order to draw the sections of the line loop properly. Apparently, the
only drivers to do this were those using the old 'tnl' module for software
vertex processing.
Now we convert the split pieces of GL_LINE_LOOP prims into GL_LINE_STRIP
primitives so that drivers don't have to worry about the special begin/end
flags. The only time a driver will get a GL_LINE_LOOP prim is when the
whole thing fits in one vertex buffer.
Mostly fixes bug 81174, but not completely. There's another bug somewhere
in the src/gallium/auxiliary/draw/ code. If the piglit lineloop test is
run with -count 4096, rendering is correct, but with -count 4097 there are
stray lines. 4096 is a magic number in the draw code (search for "4096").
Also note that this does not fix long line loops in display lists. The
next patch fixes that.
v2: fix incorrect -1 in vbo_compute_max_verts(), per Charmaine. Remove
incorrect assertion which was added in vbo_copy_vertices().
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81174
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49779
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=28130
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Sinclair Yeh <[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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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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As before, use a new 'last_prim' pointer to simplify things. Plus, add
some const qualifiers.
v2: use 'sz' in another place, per Sinclair. And update subject line.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Sinclair Yeh <[email protected]>
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