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.
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.
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.
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.
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.
When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
Varying material inputs were not being picked up from the same slots
where the VBO code is currently placing them (GENERIC0 and above).
Most often they were just being ignored.
Swrast was missing a free for the culmination of driConcatConfigs.
Use free(), not _mesa_free() since we shouldn't be calling any Mesa
functions from the GLX code. driConcatConfigs() should probably use
regular malloc/free to be consistant but the Mesa functions just wrap
the libc functions anyway.
When a buffer was mapped for write and no explicit flush range was provided
the existing semantics were that the whole buffer would be flushed, mostly
for backwards compatability with non map-buffer-range aware code.
However if the buffer was mapped/unmapped with nothing really written --
something that often happens with the vbo -- we were unnecessarily assuming
that the whole buffer was written.
The new PIPE_BUFFER_USAGE_FLUSH_EXPLICIT flag (based from ARB_map_buffer_range
's GL_MAP_FLUSH_EXPLICIT_BIT flag) allows to clearly distinguish the
legacy usage from the nothing written usage.
Required as some applications
retrieve and call these functions regardless of the fact that we
don't advertise the extension and further more the results of
wglGetProcAddress are NULL.
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.
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.
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.
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.
To maintain correctness, the server will copy the real front-buffer to
a newly allocated fake front-buffer in DRI2GetBuffersWithFormat.
However, if the DRI2GetBuffersWithFormat is triggered by glViewport,
this will copy stale data into the new buffer. Fix this by flushing
the current fake front-buffer to the real front-buffer in
intel_viewport.
Fixes bug #22288.
A new node type (SLANG_OPER_RETURN_INLINED) is used to denote 'return'
statements inside inlined functions which need special handling.
All glean glsl1 tests pass for EmitContReturn=FALSE and TRUE.