| Commit message (Collapse) | Author | Age | Files | Lines |
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The 20130624 version of glext.h changed this to match the
glMultiDrawElements() function which already had the extra const
qualifier.
Fixes warnings/errors that seem to vary from one compiler to the next.
Reviewed-by: Jose Fonseca <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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This gets the correct restart index for unsigned byte/short types when
using GL_PRIMITIVE_RESTART_FIXED_INDEX.
NOTE: This is a candidate for the 9.1 branch.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The derived _PrimitiveRestart enable flag combines the PrimitiveRestart
and PrimitiveRestartFixedIndex enable flags. However, DrawArrays is not
supposed to do FixedIndex restart:
From the OpenGL 4.3 Core specification, section 10.3.5 (page 302):
"If PRIMITIVE_RESTART_FIXED_INDEX is enabled, primitive restart is not
performed for array elements transferred by any drawing command not
taking a type parameter, including all of the *Draw* commands other
than *DrawElements*."
The OpenGL ES 3.0 specification agrees by omission:
"When DrawElements, DrawElementsInstanced, or DrawRangeElements
transfers a set of generic attribute array elements to the GL..."
Notably, DrawArrays is not included in the list of draw calls that
take PRIMITIVE_RESTART_FIXED_INDEX into consideration.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If Const.CheckArrayBounds is false, the only code using _MaxElement is
glDrawRangeElements, so I changed it and explained in the code why
_MaxElement is not very useful there.
BTW, the big magic number was copied to the letter
from _mesa_update_array_max_element.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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As we do for the other commands which can appear between glBegin/End.
Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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A surprising number of apps and benchmarks have poor code like this:
glBegin(GL_LINE_STRIP);
glVertex(v1);
glVertex(v2);
glEnd();
// Possibly some no-op state changes here
glBegin(GL_LINE_STRIP);
glVertex(v3);
glVertex(v4);
glEnd();
// repeat many, many times.
The above sequence can be converted into:
glBegin(GL_LINES);
glVertex(v1);
glVertex(v2);
glVertex(v3);
glVertex(v4);
glEnd();
Similarly for GL_POINTS, GL_TRIANGLES, etc.
Merging was already implemented for GL_QUADS in the display list code.
Now other prim types are handled and it's also done for immediate mode.
In one case:
before after
-----------------------------------------------
number of st_draw_vbo() calls: 141 45
number of _mesa_prims issued: 7520 632
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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To be used by following commit.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: José Fonseca <[email protected]>
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See previous commit comments.
Reviewed-by: Jose Fonseca <[email protected]>
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As with the glDraw* functions, this doesn't have to be in GLvertexformat.
Reviewed-by: Jose Fonseca <[email protected]>
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Remove all the glDraw* functions from the GLvertexformat structure.
The point of that dispatch struct is to handle all the functions which
dispatch differently depending on whether we're inside glBegin/End.
glDraw* are never allowed inside glBegin/End so we can remove those
entries.
This simplifies the code paths and gets rid of quite a bit of code.
Reviewed-by: Jose Fonseca <[email protected]>
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First step in simplifying the vertex array / glDraw dispatch code.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Just expand the code.
Reviewed-by: Jose Fonseca <[email protected]>
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This is set during context creation/initialization. We know we're
not inside glBegin/glEnd at this point so use PRIM_OUTSIDE_BEGIN_END.
Reviewed-by: Jose Fonseca <[email protected]>
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The old code didn't make sense. The clause in question did the
same thing as the next else-if clause. If we're already executing
a glBegin/End pair and we're starting a new primitive, that's an
error.
Fixes more failures in piglit gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <[email protected]>
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The same assignment appears later in the function.
Reviewed-by: Jose Fonseca <[email protected]>
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The _save_OBE_DrawArrays/Elements/RangeElements() functions are
called when building a display list and we know we're outside
glBegin/End.
We shouldn't call the normal _mesa_validate_DrawArrays/Elements()
functions here because those functions only work properly in immediate
mode or during dlist execution. At dlist compile time, we can't call
_mesa_update_state(), etc. and examine the current state since it won't
apply when the list is executed later.
Fixes several failures in piglit's gl-1.0-beginend-coverage test.
Reviewed-by: Jose Fonseca <[email protected]>
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Reviewed-by: Jose Fonseca <[email protected]>
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Use the new PRIM_MAX value instead so that new geometry shader primitive
types are accounted for.
Reviewed-by: Jose Fonseca <[email protected]>
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This like the fifth attempt to fix the issue.
Also with the new "validating" flag, we can set recalculate_inputs to FALSE
earlier in vbo_bind_arrays, because _mesa_update_state won't change it.
NOTE: This is a candidate for the stable branches.
v2: fixed a typo
Reviewed-by: Brian Paul <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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This brings the license text in line with the MIT License as published
on the Open Source Initiative website:
http://opensource.org/licenses/mit-license.php
Generated automatically be the following shell command:
$ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {}
This introduces some wrapping issues, to be fixed in the next commit.
Reviewed-by: Brian Paul <[email protected]>
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Generated automatically be the following shell command:
$ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \
sed -i 's/BRIAN PAUL/THE AUTHORS/' {}
The intention here is to protect all authors, not just Brian Paul. I
believe that was already the sensible interpretation, but spelling it
out is probably better.
More practically, it also prevents people from accidentally copy &
pasting the license into a new file which says Brian is not liable when
he isn't even one of the authors.
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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None of the remaining FEATURE_x symbols in mfeatures.h are used anymore.
Reviewed-by: Jordan Justen <[email protected]>
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This fixes a crash when a display list is created in one context
but executed from a second one. The vbo_save_context::vertex_store
memeber will be NULL if we never created a display list with the
context. Just check for that before dereferencing the pointer.
Fixes http://bugzilla.redhat.com/show_bug.cgi?id=918661
Note: This is a candidate for the stable branches.
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minecraft apparently has its piles of display lists each contain 6
instances of glBegin(GL_QUADS)/verts/glEnd(), which appear in the
compiled list as 6 prims of 4 verts each in one draw call. We can
reduce driver overhead even more by making that one prim of 24 verts.
Improves minecraft performance by 1.6% +/- .25% (n=446)
Reviewed-by: Jordan Justen <[email protected]>
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Otherwise, the stderr and stdout debug end up interleaved wrong
when I pipe them to a file.
Reviewed-by: Jordan Justen <[email protected]>
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Note: This is a candidate for the 9.0 branch.
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We now have a separate dispatch table for begin/end that prevent these
functions from being entered during that time. The
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVALs are left because I don't want to
change any return values or introduce new error-only stubs at this
point.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is a step toward getting rid of ASSERT_OUTSIDE_BEGIN_END() in Mesa.
v2: Finish create_beginend_table() comment, move loopback API init into it,
and add a const flag. (suggestions by Brian)
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Ian Romanick <[email protected]> (v1)
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This was used in i965 for a while, but no more.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This requires some derived state. The cut vertex used is either the
value specified by glPrimitiveRestartIndex or it's hard-coded to ~0.
The derived state gl_array_attrib::_RestartIndex captures this value.
In addition, the derived state gl_array_attrib::_PrimitiveRestart is set
whenever either gl_array_attrib::PrimitiveRestart or
gl_array_attrib::PrimitiveRestartFixedIndex is set.
v2: Use _mesa_is_gles3.
Signed-off-by: Ian Romanick <[email protected]>
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No functional change--this simply paves the way to allow futures
patches to call vbo_count_tessellated_primitives() during error
checking, before the _mesa_prim struct has been constructed.
This will be needed for GLES3, which requires draw calls to fail if
there is not enough space available in transform feedback buffers to
accommodate the primitives to be drawn.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The driver should call _mesa_initialize_vbo_vtxfmt after
computing the context version.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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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