ctx is always used, even on release builds.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Chances are, people will be using the core names these days.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
DirectX and most hardware documentation use the term "Index Buffer" to
refer to a buffer containing indexes into arrays of vertex data, which
allows random access to vertex data, rather than sequential access.
OpenGL uses a different term for this concept: "Element Array Buffer".
However, "Index Buffer" has become much more widespread. A quick
Google search shows 29,300 hits for "Element Array Buffer" vs.
82,300 hits for "Index Buffer."
Arguably, "Index Buffer" is clearer: an "element of an array" (or list)
usually refers to an actual item stored in the array, not the index used
to refer to it.
The terminology is also already used in Mesa: some VBO module code for
dealing with ElementArrayBufferObj names local variables "ib".
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/ElementArrayBufferObj/IndexBufferObj/g'
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
For consistency with the previous renames.
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/_mesa_lookup_arrayobj/_mesa_lookup_vao/g'
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
_mesa_update_vao_client_arrays() is less of a mouthful than
_mesa_update_array_object_client_arrays(), and generally clearer.
Generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/_mesa_\([^_]*\)_array_object/_mesa_\1_vao/g'
with manual whitespace and indentation fixes applied.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
I considered replacing it with "gl_vao", but spelling it out seemed to
fit better with Mesa's traditional style. Mesa doesn't shy away from
long type names - consider gl_transform_feedback_object,
gl_fragment_program_state, gl_uniform_buffer_binding, and so on.
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/gl_array_object/gl_vertex_array_object/g'
v2: Rerun command to resolve conflicts with Ian's meta patches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Now that the field is named "VAO" instead of "ArrayObj", it makes sense
to call the local variables "vao" instead of "arrayObj".
Completely generated by:
$ find . -type f -print0 | xargs 0 sed -i 's/arrayObj/vao/g'
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
When reading through the Mesa drawing code, it's not immediately obvious
to me that "ArrayObj" (gl_array_object) is the Vertex Array Object (VAO)
state. The comment above the structure explains this, but readers still
have to remember this and translate accordingly.
Out of context, "array object" is a fairly vague. Even in context,
"array" has a lot of meanings: glDrawArrays, vertex data stored in user
arrays, gl_client_arrays, gl_vertex_attrib_arrays, and so on.
Using the term "VAO" immediately associates these fields with the OpenGL
concept, clarifying the situation and aiding programmer sanity.
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
-e 's/ArrayObj;/VAO;/g' \
-e 's/->ArrayObj/->VAO/g' \
-e 's/Array\.ArrayObj/Array.VAO/g' \
-e 's/Array\.DefaultArrayObj/Array.DefaultVAO/g'
v2: Rerun command to resolve conflicts with Ian's meta patches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Silences many GCC warnings of the form:
drivers/common/meta.c: In function 'cleanup_temp_texture':
drivers/common/meta.c:1208:41: warning: unused parameter 'ctx' [-Wunused-parameter]
drivers/common/meta.c: In function 'setup_ff_blit_framebuffer':
drivers/common/meta.c:1453:46: warning: unused parameter 'ctx' [-Wunused-parameter]
drivers/common/meta.c: In function 'meta_glsl_blit_cleanup':
drivers/common/meta.c:1998:43: warning: unused parameter 'ctx' [-Wunused-parameter]
drivers/common/meta.c: In function 'meta_glsl_clear_cleanup':
drivers/common/meta.c:2287:44: warning: unused parameter 'ctx' [-Wunused-parameter]
drivers/common/meta.c: In function 'setup_ff_generate_mipmap':
drivers/common/meta.c:3365:45: warning: unused parameter 'ctx' [-Wunused-parameter]
drivers/common/meta.c: In function 'meta_glsl_generate_mipmap_cleanup':
drivers/common/meta.c:3556:54: warning: unused parameter 'ctx' [-Wunused-parameter]
There are a couple other similar warnings, but they are less trivial. I
want to investigate these further before axing them.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Array textures can't be used with fixed-function, so don't. Instead,
just drop the decompress request on the floor. This is no worse than
what was done previously because generating the GL error (in
_mesa_set_enable) broke everything anyway.
A later patch will get GL_TEXTURE_2D_ARRAY targets working.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
There is no need to use pixel coordinates, and using NDC directly will
simplify the GLSL paths.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
For these objects, meta was already using the non-Apple function to
delete the objects. Everywhere else in the file uses
_mesa_GenVertexArrays and _mesa_BindVertexArrays.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "9.1 9.2 10.0" <mesa-stable@lists.freedesktop.org>
The hardware decompression path isn't even close to being able to handle
this. This converts the crash (assertion failure) in
"EXT_texture_compression_s3tc/getteximage-targets S3TC CUBE_ARRAY" to a
plain old failure.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "9.1 9.2 10.0" <mesa-stable@lists.freedesktop.org>
_mesa_meta_DrawPixels creates a VAO and (potentially) two fragment
programs, but none of them are ever released. Leaking piles of memory
is generally frowned upon.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "9.1 9.2 10.0" <mesa-stable@lists.freedesktop.org>
decompress_texture_image creates an FBO, an RBO, a VBO, a VAO, and a
sampler object, but none of them are ever released. Later patches will
add program objects, exacerbating the problem. Leaking piles of memory
is generally frowned upon.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Cc: "9.1 9.2 10.0" <mesa-stable@lists.freedesktop.org>
TEXTURE_BUFFER_INDEX has to be specially called out because it is not
allowed in any of the glTexParameter or glGetTexParameter functions.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
The next patch will use this function in another file.
v2: Rename _mesa_target_enum_to_index to _mesa_tex_target_to_index.
Suggested by Brian.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
glTexSubImage(), glCopyTexSubImage() and glCompressedTexSubImage()
only change the texel data, not other state like texture size or format.
If a driver really needs do something special it can hook into the
corresponding driver functions or Map/UnmapTextureImage().
This should avoid some needless state validation effort.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The _mesa_get_current_tex_object() function is now used everywhere that
_mesa_select_tex_object() was formerly used.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
_mesa_streaming_load_memcpy is also needed even if assembling is disabled
Cc: "10.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
As far as I know, this should be safe. If not, we have to decide whether
to have variable lookup of the functions, or just drop support for .so.0
(which is a year and a half old it looks like)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74127
Reviewed-by: Matt Turner <mattst88@gmail.com>
Updates to non-banked registers, CP_LOAD_STATE, etc, need a WFI if there
is potentially pending rendering. Track this better, and add fd_wfi()
calls everywhere that might potentially need CP_WAIT_FOR_IDLE.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Gallium can leave const buffers bound above what is used by the current
shader. Which can have a couple bad effects:
1) write beyond const space assigned, which can trigger HLSQ lockup
2) double emit of immed consts, first with bound const buffer vals
followed by with actual immed vals. This seems to be a sort of
undefined condition.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Currently lowers the following instructions:
DST, XPD, SCS, LRP, FRC, POW, LIT, EXP, LOG, DP4,
DP3, DPH, DP2
translating these into equivalent simpler TGSI instructions.
This probably should be moved to util so other drivers can use
it, but just adding under freedreno for now so that I can clear
out a lot of the lowering code in a3xx compiler before beginning
to add new compiler.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
The ctx should hold ref to dev to avoid problems if screen is destroyed
before ctx. Doesn't really fix the egl/glx issues, but at least it
prevents things from getting much worse.
Signed-off-by: Rob Clark <robclark@freedesktop.org>