| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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And rename a parameter name.
Reviewed-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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Since the type is gl_vertex_array. Update comment to explain that
these arrays are only used by the VBO module.
Also rename some local variables in _mesa_update_vao_derived_arrays().
Reviewed-by: Mathias Fröhlich <[email protected]>
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Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The mutex is currently used for reference counting and updating
the minmax index cache.
The change uses atomics directly for reference counting and
the mutex for the minmax cache.
This is safe since the reference count is not modified beside
in _mesa_reference_buffer_object where atomics aim to be used.
While using the minmax cache, the calling code holds a reference
to the buffer object. Thus unreferencing or even referencing the
buffer object does not need to be serialized with accessing
the minmax cache.
The change reduces the time _mesa_reference_buffer_object_ takes
by about a factor of two when looking at perf results for some
of my favorite use cases.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Cc: Mathias Fröhlich <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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When using print_draw_arrays for debugging, we were printing an "n"
amount of vertex but that meant not to print all the size in the "n"
vertex, depending on the stride used.
Now we print the whole size in the "n" vertex.
Cc: Mathias Fröhlich <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Cc: Mathias Fröhlich <[email protected]>
Cc: Brian Paul <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Using the newly introduced VAO array maps, we can
simplify vbo_bind_vertex_list.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Using the newly introduced VAO array maps, we can
simplify vbo_exec_bind_arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Using the newly introduced VAO state variable, we can
simplify recalculate_input_bindings.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Instead of each context having its own map instance for
this purpose, use a global static const map.
v2: s,unsigned char,GLubyte,g
s,_VP_MODE_MAX,VP_MODE_MAX,g
Change comment style.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The materials are now moved to the end of the
generic attributes block to the range 4-15.
Before, the way the position and generic 0 attribute
is handled was dependent on the presence and kind of
the currently attached vertex program. With this
change the way the position attribute and the generic 0
attribute is treated only depends on the enabled
flag of those two arrays.
This will later help to untangle the update dependencies
between enabled arrays and shader inputs.
v2: s,VERT_ATTRIB_MAT_OFFSET,VERT_ATTRIB_MAT0,g
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Instead of just assuming that the material attributes
just overlap with the generic attributes 0-12, give
them symbolic defines so that we can easier move them
to an other range.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When executing a display list draw, for the offset
list to be correct, the offset computation needs to
accumulate all attribute size values in order.
Specifically, if we are shuffling around the position
and generic0 attributes, we may violate the order or
if we do not walk the generic vbo attributes we may
skip some of the attributes.
Even if this is an unlikely usecase we can fix this use
case by precomputing the offsets on the full attribute list
and store the full offset list in the display list node.
v2: Formatting fix
v3: Rebase
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In vbo_draw_indirect_prims() pass the 'indirect_data' argument to
vbo->draw_prims(). All the callers are passing ctx->DrawIndirectBuffer
so this should be no functional change. Add a (temporary) assertion to
be sure.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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And rename indirect_params -> indirect_draw_count_buffer and
indirect_params_offset -> indirect_draw_count_offset to be more
specific.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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This parameter (from the glMultiDrawArraysIndirectCountARB function)
is poorly named. It's an offset into the buffer which contains the
number of primitives to draw.
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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v2: - fix glGet*
- also use GLenum16 for DrawBuffers
v3: - rebase to top of tree (BrianP) and incorporate Ian's suggestions
v4: - fix a GLenum16 bug in VBO/save code, add some STATIC_ASSERT()s
gl_context = 152432 -> 136840 bytes
vbo_context = 22096 -> 20608 bytes
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The arrays specified by ctx->Array._DrawArrays are used for all
vertex drawing via vbo_context::draw_prims(). Different arrays are
used for immediate mode, vertex arrays, display lists, etc. Changing
from one to another requires updating derived/driver array state.
Before, we indirectly specifid the arrays with the gl_draw_method values.
Now we just directly specify the arrays instead. This is simpler and
will allow a subsequent display list optimization.
In the future, it might make sense to get rid of ctx->Array._DrawArrays
entirely and just pass the arrays as another parameter to
vbo_context::draw_prims().
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Mathias Fröhlich <[email protected]>
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These will be used in a later patch.
Reviewed-by: Mathias Fröhlich <[email protected]>
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To match the VERT_ATTRIB_COLOR_INDEX name.
Give a name to the previously anonymous enum of VBO_ATTRIB_x values.
Update the comment on the enum.
Reviewed-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Mathias Fröhlich <[email protected]>
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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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I think 'cl' used to mean client array.
Reviewed-by: Mathias Fröhlich <[email protected]>
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This fixes another regression from commit 8e4efdc895ea ("vbo: optimize
some display list drawing"). The problem was the min_index, max_index
values passed to the vbo drawing function were not computed to compensate
for the biased prim::start values.
https://bugs.freedesktop.org/show_bug.cgi?id=104746
https://bugs.freedesktop.org/show_bug.cgi?id=104742
https://bugs.freedesktop.org/show_bug.cgi?id=104690
Tested-by: Clayton Craft <[email protected]>
Fixes: 8e4efdc895ea ("vbo: optimize some display list drawing")
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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It's only used in brw_draw_prims().
s/GLboolean/bool/, etc.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Now vbo.h is the public interface to the VBO module.
Reviewed-by: Roland Scheidegger <[email protected]>
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Non-VBO sources files sometimes included vbo.h while others included
vbo_context.h. We're moving all public types, functions to the former.
Reviewed-by: Roland Scheidegger <[email protected]>
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Things which should not be used outside the VBO module.
More public/private clean-ups coming.
Reviewed-by: Roland Scheidegger <[email protected]>
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Instead of reaching into the vbo_context object in vtxfmt.c
Reviewed-by: Roland Scheidegger <[email protected]>
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It's only used in this one file.
Reviewed-by: Roland Scheidegger <[email protected]>
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It's only used in this file and has nothing VBO-specific about it.
Reviewed-by: Roland Scheidegger <[email protected]>
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It's only used in this file.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Roland Scheidegger <[email protected]>
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The optimization in change 8e4efdc895ea ("vbo: optimize some display
list drawing") missed the loopback case. This is used when the
glBegin/End primitive doesn't have a uniform set of vertex attributes.
The new Piglit gl-1.0-dlist-materials test hits this.
So check the aligned_vertex_buffer_offset(list) value and adjust the
buffer offset accordingly.
We also need to remove the 'start == 0' assertion in the loopback
code since it no longer applies.
Reviewed-by: Roland Scheidegger <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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