| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The vbo module recomputes its states if _NEW_ARRAY is set, so it shouldn't use
the same flag to notify the driver. Since we've run out of bits in NewState
and NewState is for core Mesa anyway, we need to find another way.
This patch is the first to start decoupling the state flags meant only
for core Mesa and those only for drivers.
The idea is to have two flag sets:
- gl_context::NewState - used by core Mesa only
- gl_context::NewDriverState - used by drivers only (the flags are defined
by the driver and opaque to core Mesa)
It makes perfect sense to use NewState|=_NEW_ARRAY to notify the vbo module
that the user changed vertex arrays, and the vbo module in turn sets
a driver-specific flag to notify the driver that it should update its vertex
array bindings.
The driver decides which bits of NewDriverState should be set and stores them
in gl_context::DriverFlags. Then, Core Mesa can do this:
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
This patch implements this behavior and adapts st/mesa.
DriverFlags.NewArray is set to ST_NEW_VERTEX_ARRAYS.
Core Mesa only sets NewDriverState. It's the driver's responsibility to read
it whenever it wants and reset it to 0.
Reviewed-by: Brian Paul <brianp@vmware.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In the future we'd like to treat vertex arrays as a state and
not as a parameter to the draw function. This is the first step
towards that goal. Part of the goal is to avoid array re-validation
for every draw call.
This commit adds:
const struct gl_client_array **gl_context::Array::_DrawArrays.
The pointer is changed in:
* vbo_draw_method
* vbo_rebase_prims - unused by gallium
* vbo_split_prims - unused by gallium
* st_RasterPos
Reviewed-by: Brian Paul <brianp@vmware.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's like DrawArrays, but the count is taken from a transform feedback
object.
This removes DrawTransformFeedback from dd_function_table and adds the same
function to GLvertexformat (with the function parameters matching GL).
The vbo_draw_func callback has a new parameter
"struct gl_transform_feedback_object *tfb_vertcount".
The rest of the code just validates states and forwards the transform
feedback object into vbo_draw_func.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit d631c19db47181129811080bfa772b210d762d4d.
The commit was broken, and ended up returning false all the time
because nobody in the world binds every single possible vertex array.
On further reflection, we don't want to discount stride == 0: This
function is just used for deciding to calculate whether to compute the
bonuds on the index, and there's no sense in computing index bounds
when stride == 0.
For the separate question of "how much data do I upload for this
vertex element?", the i965 driver was fixed to upload the data.
Fixes a regression of about 2x in 3DMMES, and most importantly, makes
Hammerfight playable.
|
|
|
|
|
|
|
|
|
|
| |
Replace all calls to dd_function_table::MapBuffer with appropriate
calls to dd_function_table::MapBufferRange, then remove all the cruft.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
|
| |
No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
|
| |
No driver used that parameter, and most drivers ended up with a bunch
of unused-parameter warnings because it was there.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In fixed function, stride == 0 (e.g. glColor4f() outside of the draw
call) would get turned into uniform inputs, which is why it was
ignored originally in this test. For shaders, drivers end up seeing a
need to upload stride == 0 data, and get confused by needing to upload
when vbo_all_varyings_in_vbos() returned true. In the 965 driver
case, it wouldn't bother to compute the min/max index, and uploaded
nothing if the min/max wasn't known.
We've talked about removing the ff stride=0-into-uniforms code, so
this check shouldn't be missed once that's gone.
Fixes ARB_vertex_buffer_object/mixed-immediate-and-vbo
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37934
Reviewed-by: Brian Paul <brianp@vmware.com>
|
|
|
|
|
|
|
| |
We would still want to consider that data as being in a VBO even if we
managed to produce this case, which as far as I know we can't.
Reviewed-by: Brian Paul <brianp@vmware.com>
|
| |
|
|
|
|
|
|
|
|
|
| |
There was a check to only do the rebase if we didn't have everything
in VBOs, but nexuiz apparently hands us a mix of VBOs and arrays,
resulting in blocking on the GPU to do a rebase.
Improves nexuiz 800x600, high-settings performance on my Ironlake 41%
(+/- 1.3%), from 14.0fps to 19.7fps.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
This was introduced with commit 92d7ed8a20d4a018ce5324e6537ae7b478b9e5bf.
It causes rendering of stray polygons (with sw rendering at least) when
running the OGL Distilled / Picking demo (click on an object).
This needs additional debugging to fix/restore.
Found one suspect thing: in _tnl_draw_prims() there's some mixed signed/
unsigned arithmetic/comparing at line 422 that may be incorrect.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This saves mapping the index buffer to get a bounds on the indices that
drivers just drop on the floor in the VBO case (cache win), saves a bonus
walk of the indices in the CheckArrayBounds case, and other miscellaneous
validation. On intel it's a particularly a large win (50-100% in my app)
because even though we let the indices stay in both CPU and GPU caches, we
still end up waiting for the GPU to be done with the buffer before reading
from it.
Drivers that want the min/max_index fields must now check index_bounds_valid
and use vbo_get_minmax_index before using them.
|
|
|
|
|
| |
Since shared array objects may point to the null/default buffer object,
the null/default buffer object should be part of the shared state.
|
|
|
|
| |
of -I flags.
|
| |
|
|
|