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.
If we can't fit all the VS outputs into the MRF, we need to overflow into
temporary GRF registers, then use some MOVs and a second brw_urb_WRITE()
instruction to place the overflow vertex results into the URB.
This is hit when a vertex/fragment shader pair has a large number of varying
variables (12 or more).
There's still something broken here, but it seems close...
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.
State-change functions which precede the first call to glEnd() in
a compiled list are vulnerable to not being executed when that list
is called.
In particular this can happen if a list is invoked from within a
begin/end pair, as in this example.
When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
When one display list calls another display list, it is possible
that the calling display list makes state-changes or other actions which
invalidate any attempt at caching or state-change elimination in the
calling list.
This test exercises one such case, where the called list consists of just
a single glShadeModel() call.