| Commit message (Collapse) | Author | Age | Files | Lines |
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It was providing 1 too many for non power two values.
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I started looking into why _NEW_ARRAY punishes us, and while annotating
dependencies noticed that a bunch of dependencies were missing.
(cherry picked from master, commit e5f63c403b767f9974e8eb5d412c012b8a69287f)
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Move a chunk of code out of _mesa_error()
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Remove early and unused snprintf and where[] string.
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Buggy apps can generate thousands of mesa_error calls. Don't need
to keep calling getenv to retreive the same MESA_DEBUG string each
time.
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The texture object's border color used to be stored as GLchan but it's
been GLfloat for a while now.
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otherwise we decrement indexes for all registers
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Based on a patch by [email protected]
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The values 2147483648.0 and 4294967294.0 are too larget to be stored in single
precision floats. Forcing these to be singles causes bits to be lost, which
results in errors in some pixel transfer tests.
This fixes bug #22344.
(cherry picked from commit 70e72070fce6aa1e0918dcc62c1949465cee69f7)
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When a function parameter is const-qualified we can avoid making a copy
of the actual parameter (we basically do a search/replace when inlining).
This is now done for array element params too, resulting in better code
(fewer MOV instructions).
We should allow some other types of function arguments here but let's be
conservative for the moment.
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The two indexes were mixed up when accessing a row of a matrix in an array
of matrices.
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two)
The semantics are a little different for shaders vs. fixed-function when
trying to use an incomplete texture. The fallback texture returning
(0,0,0,1) should only be used with shaders. For fixed function, the texture
unit is truly disabled/ignored.
Fixes glean fbo test regression.
(cherry picked from commit 01e16befd4809e3e93ee7855a4a5d7df9fe010d9)
(cherry picked from commit 51325f44d1e7e62b47795a79f8038d10dc5bc30b)
[anholt: squashed these two together from master, skipping the mess in between]
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Also fix one case where a 32 bit depth value was incorrectly converted to a
combined depth/stencil value.
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Fixes potential crash when SwapBuffers is called but there's no back buffer.
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fix the cases when fog coord/front face/point coord are used in the same
shader.
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the driver used to overwrite grf0 then use implicit move by send instruction
to move contents of grf0 to mrf1. However, we must not overwrite grf0 since
it's still used later for fb write.
Instead, do the move directly do mrf1 (we could use implicit move from another
grf reg to mrf1 but since we need a mov to encode the data anyway it doesn't
seem to make sense).
I think the dp_READ/WRITE_16 functions may suffer from the same issue.
While here also remove unnecessary msg_reg_nr parameter from the dataport
functions since always message register 1 is used.
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Thanks to branching, the state of c->current_const[i].index at the point
of emitting constant loads for this instruction may not match the actual
constant currently loaded in the reg at runtime. Fixes a regression in my
GLSL program for idr's class since b58b3a786aa38dcc9d72144c2cc691151e46e3d5.
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Fixes assertion failure when binding depth/stencil texture to FBO stencil
attachment.
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gl_NormalMatrix is the inverse transpose of the modelview matrix, but
as every matrix here needs to be transposed, we end up with
{MODELVIEW_MATRIX, INVERSE}.
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Fix compile breakage on Linux.
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Propogate changes to enums.c back up to the python source.
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Conflicts:
progs/trivial/Makefile
Pull in a minimal version of statechange shortcircuiting in display
list compilation. This affects only glMaterial and glShadeModel state,
and includes quite a few tests to exercise various tricky cases.
If this goes well, will consider extending to all state in the future.
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Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
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Only short-circuit material call if *all* statechanges from this call
are cached. Some material calls (eg with FRONT_AND_BACK) change more
than one piece of state -- need to check all of them before returning.
Also, Material calls are legal inside begin/end pairs, so don't need
to be as careful about begin/end state as with regular statechanges
(like ShadeModel) when caching. Take advantage of this and do better
caching.
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Statechanges which occur before the first End in a display list may
not be replayed when the list is called, in particular if it is called
from within a begin/end pair.
Recognize vulnerable statechanges and do not use them to fill in the
state cache.
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When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
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Need this to pick up fixes for per-vertex materials.
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Reorganization of ShadeModel to avoid flushing vertices too often
ended up never flushing vertices due to omitted line of code.
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Switch over to specialized enum lookup for primitives
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Add a simple version of _mesa_lookup_enum_by_nr() which expects a primitive
enum (GL_POINTS..GL_POLYGON). This avoids some annoying duplicates
when looking up primitives, such as the GL_FALSE/GL_POINTS clash.
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Currently, state-changes in mesa display lists are more or less
a verbatim recording of the GL calls made during compilation.
This change introduces a minor optimization to recognize and eliminate
cases where the application emits redundant state changes, eg:
glShadeModel( GL_FLAT );
glBegin( prim )
...
glEnd()
glShadeModel( GL_FLAT );
glBegin( prim )
...
glEnd()
The big win is when we can eliminate all the statechanges between two
primitive blocks and combine them into a single VBO node.
This commit implements state-change elimination for Material and ShadeModel
only. This is enough to make a start on debugging, etc.
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With recent changes to support frontfacing in glsl, it is necessary
to ensure that the UsesFogFragCoord value is accurate in all shaders.
We were previously not setting it for fixed-function and ARB_fs shaders.
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mesa allocates both frontface and pointcoord registers within the fog
coordinate register, by using swizzling. to make it cleaner and easier
for drivers we want each of them in its own register. so when doing
compilation from the mesa IR to tgsi allocate new registers for both
and add new semantics to the respective declarations.
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Failure to set the obj->Pointer back to null tripped up the assertion.
Bug #22428.
(cherry picked from commit 57a06d3a48c9af1067ec05e3ad96c58f4b9b99be)
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Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
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