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<title>android-x86-mesa.git/progs/tests/Makefile, branch r300</title>
<subtitle>Androïd/x86 port of Mesa drivers
</subtitle>
<id>https://git.hiegel.fr/cgit/android-x86-mesa.git/atom?h=r300</id>
<link rel='self' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/atom?h=r300'/>
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<updated>2010-05-21T19:20:39Z</updated>
<entry>
<title>Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.</title>
<updated>2010-05-21T19:20:39Z</updated>
<author>
<name>Eric Anholt</name>
<email>eric@anholt.net</email>
</author>
<published>2010-05-21T16:32:38Z</published>
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<id>urn:sha1:68fc4b415e322f6744299e39864fbc377c6eff74</id>
<content type='text'>
The remaining programs are ones I've had difficulty finding a build
environment for to make the build system or are unit tests that should
probably live next to their code instead.  Hopefully people can bring
over the build for remaining pieces they care about.
</content>
</entry>
<entry>
<title>progs/tests: update getprocaddress test since moving glapi files</title>
<updated>2010-05-12T03:09:20Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2010-05-12T03:09:20Z</published>
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<id>urn:sha1:0dc18841f5b9c9bbc40465ddf767fe793b1b198d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>progs/tests: added stencilreaddraw to SConscript, Makefile</title>
<updated>2010-04-14T20:32:09Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2010-04-08T20:52:02Z</published>
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<id>urn:sha1:4d8f34e909ab7d996a0d8c630653d83a39387c77</id>
<content type='text'>
</content>
</entry>
<entry>
<title>tests: Add test for huge client arrays that has to be split.</title>
<updated>2010-03-21T11:17:52Z</updated>
<author>
<name>Pauli Nieminen</name>
<email>suokkos@gmail.com</email>
</author>
<published>2010-03-21T11:11:47Z</published>
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<id>urn:sha1:a81cd67a4f37233319281a69385f07feaa97fd13</id>
<content type='text'>
When running this test case in valgrind report includes read of unitialized
value in _tnl_draw_prims. The bug doesn't cause any vissible errors.

Bug is caused by vbo_split_copy that is calling draw function with max_index
one past the end instead of the end.
</content>
</entry>
<entry>
<title>fix test progs from gl_API move</title>
<updated>2010-02-26T09:48:06Z</updated>
<author>
<name>Wil Reichert</name>
<email>wil.reichert@gmail.com</email>
</author>
<published>2010-02-26T09:48:06Z</published>
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<id>urn:sha1:2da7f1af3849b81778cb722e8f1f02c17a49a2e0</id>
<content type='text'>
Looks like these got missed.
</content>
</entry>
<entry>
<title>progs/tests: new zbitmap.c test to exercize Z testing of glBitmap</title>
<updated>2010-02-19T18:12:20Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2010-02-19T18:12:20Z</published>
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<id>urn:sha1:3ef51b4bd98648f3141b3c6978db312f2f6c782e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>progs/tests: new test program for exercising cylindrical tex wrap mode</title>
<updated>2010-02-09T14:32:47Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2010-02-04T23:43:08Z</published>
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<id>urn:sha1:86921aaf3ff96fd4828964e37bd66cf2ea8035b1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>progs/tests: add another FBO test to exercise a RGBA vs. Z texture bug</title>
<updated>2010-02-02T02:02:52Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2010-02-02T02:02:52Z</published>
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<id>urn:sha1:04b14e26a24f824ce63c2398665e173d563f0b24</id>
<content type='text'>
See comments in file for more details.
</content>
</entry>
<entry>
<title>progs/tests: added test for GL_EXT_draw_buffers2</title>
<updated>2009-12-31T15:49:27Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2009-12-31T15:46:36Z</published>
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<id>urn:sha1:34075d0219edc2cedb5122eb0f82ee0b105b3abd</id>
<content type='text'>
Render into two color buffers (render targets).  Display half of each
buffer in the window.  Use different color masks for each render target.
Only enable blending for the second render target.
</content>
</entry>
<entry>
<title>progs/tests: added conditional rendering test program</title>
<updated>2009-12-31T15:49:27Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2009-12-31T04:41:37Z</published>
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<id>urn:sha1:08d145e1d7479aab125013d6852968fa09ad6fb3</id>
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