Age | Commit message (Collapse) | Author |
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We weren't rendering correctly if the first thing drawn was a point (PRIM_MODE_POINT=0).
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Basically, add userBuffer/Data/Size fields to _DriBufferObject, check those
fields in driBOMap/Unmap().
New driGenUserBuffer() function.
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element buffers.
Now client-side vertex arrays and glDrawElements work.
More testing/debug/clean-up to come...
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This is used to wrap user-space data in a pipe buffer object to allow more
uniform treatment of various things. For example, wrapping client-side
vertex arrays so they look like VBOs.
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ignored for now
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texture and level!=0)
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This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
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tgsi_translate_mesa_program().
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Previously, output[0] was always Z and output[1] was color. Now output[0]
will be color if Z is not written.
In shade_quad() use the semantic info to determine which quantity is in
which output slot.
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are needed.
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fragment shader writes Z.
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The code generated for the glxgears vertex shader didn't fit, causing a crash.
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