Fixes regression: https://bugs.freedesktop.org/show_bug.cgi?id=34160
Commit e7c1f058d1 disabled constant-folding
when division-by-zero occured. This was a mistake, because the spec does
allow division by zero. (From section 5.9 of the GLSL 1.20 spec: Dividing
by zero does not cause an exception but does result in an unspecified
value.)
For floating-point division, the original pre-e7c1f05 behavior is
reinstated.
For integer division, constant-fold 1/0 to 0.
This reverts commit b3cf92aa91.
The reverted commit prevented constant-folding of reciprocal expressions
when the reciprocated expression was 0. However, since the spec allows
division by zero, constant-folding *is* permissible in this case.
From Section 5.9 of the GLSL 1.20 spec:
Dividing by zero does not cause an exception but does result in an
unspecified value.
Before populating the vertex buffer attribute pointer (VB->AttribPtr[]),
convert vertex data in GL_FIXED format to GL_FLOAT.
Fixes bug: http://bugs.freedesktop.org/show_bug.cgi?id=34047
NOTE: This is a candidate for the 7.9 and 7.10 branches.
This is a multi-threading optimization which hides the kernel overhead
behind a thread. It improves performance in CPU-limited apps by 2-15%.
Of course you must have at least 2 cores for it to make any difference.
It can be disabled with:
export RADEON_THREAD=0
On r600, s3tc formats require a 1D tiled texture format,
so we have to do uploads using a blit, via the 64-bit and 128-bit formats
Based on the r600c code we use a 64 and 128-bit type to do the
blits.
Still requires R600_ENABLE_S3TC until the kernel fixes are in,
this has only been tested on evergreen where the kernel doesn't
yet get in the way.
the miptree setup and pitch storing didn't work so well for block
based things like compressed textures. The CB takes blocks, where
the texture sampler takes pixels, and transfers need bytes,
So now we store blocks/bytes and translate to pixels in the sampler.
This is necessary for s3tc to work properly.
If the underlying transfer had a stride wider for hw alignment reasons,
the mipmap generation would generate badly strided images.
this fixes a few problems I found while testing r600g with s3tc
Signed-off-by: Dave Airlie <airlied@redhat.com>
Because an app may do something like this:
while (!(ptr = bo_map(..., DONT_BLOCK))) {
/* Do some other work. */
}
And it would be looping endlessly if we didn't flush.
If EXT_draw_buffers2 is supported but ARB_draw_buffers_blend isn't
_mesa_BlendFuncSeparateEXT only sets up the blend equation and function for the
first render target. This patch makes sure that update_blend doesn't try to use
the data from other rendertargets in such cases.
Signed-off-by: Brian Paul <brianp@vmware.com>
The vertex arrays state should be set only when (_NEW_ARRAY | _NEW_PROGRAM)
is dirty. This assumes user buffer content is mutable, which will be
sorted out in the next commit. The following usage case should be much faster
now:
for (i = 0; i < 1000; i++) {
glDrawElements(...);
}
Or even:
for (i = 0; i < 1000; i++) {
glSomeStateChangeOtherThanArraysOrProgram(...);
glDrawElements(...);
}
The performance increase from this may be significant in some apps and
negligible in others. It is especially noticable in the Torcs game (r300g):
Before: 15.4 fps
After: 20 fps
Also less looping over attribs in st_draw_vbo yields slight speed-up
in apps with lots of glDraw* calls.