| Commit message (Collapse) | Author | Age | Files | Lines |
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Required for ARB_vertex_attrib_64bit compat profile support.
Reviewed-by: Marek Olšák <[email protected]>
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v2: add missing ARB_base_instance support
Reviewed-by: Marek Olšák <[email protected]>
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v2: add missing ARB_base_instance support
Reviewed-by: Marek Olšák <[email protected]>
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The recent patch
mesa: Remove FLUSH_VERTICES from VAO state changes.
Pending draw calls on immediate mode or display list calls do
not depend on changes of the VAO state. So, remove calls to
FLUSH_VERTICES and flag _NEW_ARRAY as appropriate.
uncovered a problem that non immediate mode draw calls do only
flush outstanding immediate mode draws if FLUSH_UPDATE_CURRENT
is set in ctx->Driver.NeedFlush.
In that case, due to the sequence of _mesa_set_draw_vao commands
we could end up with the VAO from the FLUSH_VERTICES call set
into gl_context::Array._DrawVAO when the array draw is executed.
So the change pulls FLUSH_CURRENT out of _mesa_validate_* calls
into the array draw calls being validated.
The change introduces a new macro FLUSH_FOR_DRAW beside FLUSH_VERTICES
and FLUSH_CURRENT that flushes on changed current attributes as well
as on outstanding immediate mode draw calls. Use FLUSH_FOR_DRAW
in the non immediate mode draw code paths.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Kai Wasserbäch <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106594
Signed-off-by: Mathias Fröhlich <[email protected]>
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Bindless texture handles can be passed via vertex attribs using this type.
This fixes a bunch of bindless piglit tests on radeonsi.
Cc: 18.0 18.1 <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Some drivers (virgl) don't support GL4.4 or GLES3.1 yet,
so never fill in this const.
Reviewed-by: Mathias Fröhlich <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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All the shader program dependent handling is done on the level
of the gl_Context::Array._DrawVAO/_DrawVAOEnabledAttribs.
So, skip array element invalidation on _NEW_PROGRAM.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The flush_vertices argument is now unused, remove it.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The only remaining users of gl_vertex_array are tnl based
drivers. So move everything related to that into tnl and
rename it accordingly.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Compute VAO buffer binding information past the position/generic0 mapping.
Scan for duplicate buffer bindings and collapse them into derived
effective buffer binding index and effective attribute mask variables.
Provide a set of helper functions to access the distilled
information in the VAO. All of them prefixed with _mesa_draw_...
to indicate that they are meant to query draw information.
v2: Also group user space arrays containing interleaved arrays.
Add _Eff*Offset to be copied on attribute and binding copy.
Update comments.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Mathias Fröhlich <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65422
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Fix use of alloca() without #include <c99_alloca.h> in 1da345e5
vbo/vbo_context.c: In function '_vbo_draw_indirect':
vbo/vbo_context.c:284:34: error: implicit declaration of function 'alloca' [-Werror=implicit-function-declaration]
struct _mesa_prim *space = alloca(draw_count*sizeof(struct _mesa_prim));
^~~~~~
vbo/vbo_context.c:284:34: warning: initialization makes pointer from integer without a cast [-Wint-conversion]
Signed-off-by: Jon Turney <[email protected]>
Reviewed-by: Mathias Fröhlich <[email protected]>
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Avoid using malloc in the draw path of mesa.
Since the draw_count is a user api input, fall back to malloc if
the amount of consumed stack space may get too high.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Move the files, adapt to the naming scheme in tnl, update callers
and build system.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The legacy draw paths from back before 2012 contained a gl_vertex_array
array for the inputs to be used for draw. So all draw methods from legacy
drivers and everything that goes through tnl are originally written
for this calling convention. The same goes for tools like t_rebase or
vbo_split*, that even partly still have the original calling convention
with a currently unused such pointer.
Back in 2012 patch 50f7e75
mesa: move gl_client_array*[] from vbo_draw_func into gl_context
introduced Array._DrawArrays, which was something that was IMO aiming for
a similar direction than Array._DrawVAO introduced recently.
Now several tools like t_rebase and vbo_split*, which are mostly used by
tnl based drivers, would need to be converted to use the internal
Array._DrawVAO instead of Array._DrawArrays. The same goes for the driver
backends that use any of these tools.
Alternatively we can reintroduce the gl_vertex_array array in its call
argument list and put these tools finally into the tnl directory.
So this change reintroduces this gl_vertex_array array for the legacy
draw paths that are still required for the tools t_rebase and vbo_split*.
A followup will move vbo_split also into tnl.
Note that none of the affected drivers use the DriverFlags.NewArray
driver bit. So it should be safe to remove this also for the legacy
draw path.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Remove the vbo_indirect_draw_func vbo callback and make the default
implementation use the drivers main draw callback function directly.
This will be needed with the next changes when drivers without own main
drivers DrawIndirect implementation get moved to the main drivers
Draw method.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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This assert is hit on hardware which does not expose GL 4.4 or GLES 3.1.
Reviewed-by: Mathias Fröhlich <[email protected]>
Signed-off-by: Jakob Bornecrantz <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The DriverFlags.NewArray bit is already set to NewDriverState in
_mesa_set_draw_vao since we have actually just above changed the VAOs
content. So this can be removed.
The _vbo_update_inputs is called by the vbo...recalculate_inputs being
set through the same mechanism as described above.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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At the current state, _vbo_update_inputs is called from
the draw callback if vbo...recalculate_inputs is set.
But that is now set of the _DrawVAO or its content or the
vertex program mode is changed.
So remove _vbo_update_inputs from the direct dlist draw path.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Now that setting vbo...recalculate_inputs also sets the
DriverFlags.NewArray bits into the NewDriverState setting that from
vbo_bind_arrays is redundant.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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This flag is now set when the actual Array._DrawVAO changes.
So setting this flag is redundant here.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Both mean something very similar and are set at the same time now.
For that vbo module to be set from core mesa, implement a public vbo
module method to set that flag. In the longer term the flag should
vanish in favor of a driver flag of the appropriate driver.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Update the VAO internal state on Array._DrawVAO instead of
Array.VAO. Also the VAO internal state update gets triggered now
by a change of Array._DrawVAO instead of the _NEW_ARRAY state flag.
Also no driver looks at any VAO's NewArrays value from within
the Driver.UpdateState callback. So it should be safe to move
this update into the _mesa_set_draw_vao method.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Factor out that common call into the almost single place.
Remove the _mesa_set_drawing_arrays call from vbo_{exec,save}_draw code
paths as the function is now called through vbo_bind_arrays.
Prepare updating the list of struct gl_vertex_array entries via
calling _vbo_update_inputs for being pushed into those drivers that
finally work on that long list of gl_vertex_array pointers.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Move vbo draw functions into struct dd_function_table.
For now just wrap the underlying vbo functions.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The original approach did optimize away a bit too many fields.
Restablish the pointer into the original array and correctly feed that
one.
Reviewed-by: Brian Paul <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105471
Fixes: 64d2a20480547d5897fd9d7b8fd306f2625138cb
mesa: Make gl_vertex_array contain pointers to first order VAO members.
Signed-off-by: Mathias Fröhlich <[email protected]>
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Instead of keeping a copy of the vertex array content in
struct gl_vertex_array only keep pointers to the first order
information originaly in the VAO.
For that represent the current values by struct gl_array_attributes
and struct gl_vertex_buffer_binding.
v2: Change comments.
Remove gl... prefix from variables except in the i965 directory where
it was like that before. Reindent because of that.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The change tries to catch more opportunities to reuse the same set
of VAO's when building up display lists. Instead of checking the
offset with respect to the beginning of the vertex buffer object
the change tries to apply this same optimization with respect to the
previous display list node.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Like before use local variables from compile_vertex_list instead.
Remove vertex_size from struct vbo_save_vertex_list.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The buffer_offset is used in aligned_vertex_buffer_offset.
But now that most of these decisions are done in compile_vertex_list
we can work on local variables instead of struct members in the
display list code. Clean that up and remove buffer_offset.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Replace last use on replay with _vbo_save_get_{min,max}_index. Appart from
that it is not used anymore.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay, move the last use in display list
compilation to the original array in the display list compiler.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay, move the last use in display list
compilation to the original array in the display list compiler.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Is not used anymore on replay.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Since we now store a set of VAOs in the display list, use these object
to get the reference to the VBO in several places.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Use the information already present in the VAO to update the current values
after display list replay. Set GL_OUT_OF_MEMORY on allocation failure
for the current value update storage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Use the information already present in the VAO to replay a display list
node using immediate mode draw commands. Use a hand full of helper methods
that will be useful for the next patches also.
v2: Insert asserts, constify local variables.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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The master value is now stored inside the VAO already present in
struct vbo_save_vertex_list. Remove the unneeded copy from dlist storage.
Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Signed-off-by: Mathias Fröhlich <[email protected]>
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This is more accurate with respect to the compatibility profile.
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Finally use an internal VAO to execute display list draws. Avoid
duplicate state validation for display list draws. Remove client arrays
previously used exclusively for display lists.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Finally use an internal VAO to execute immediate mode draws. Avoid
duplicate state validation for immediate mode draws. Remove client arrays
previously used exclusively for immediate mode draws.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Correct VBO_MATERIAL_SHIFT value.
The functions will be used next in this series.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Switch over to use the _DrawVAO for all the array type draws.
The _DrawVAO needs to be set before we enter _mesa_update_state, so move
setting the draw method in front of the first call to _mesa_update_state
which is in turn called from the *validate*Draw* calls. Using the
gl_vertex_array_object::_Enabled bitmask, gl_vertex_program_state::_VPMode
and gl_vertex_array_object::_AttributeMapMode we can already set
varying_vp_inputs before we call _mesa_update_state the first time.
Thus remove duplicate state validation.
v2: Update comments.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Provided the _DrawVAO and the derived state that is maintained if we have
the _DrawVAO set, implement a method to incrementally update the array of
gl_vertex_array input pointers.
v2: Add some more comments.
Rename _vbo_array_init to _vbo_init_inputs.
Rename vbo_context::arrays to vbo_context::draw_arrays.
Signed-off-by: Mathias Fröhlich <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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