Age | Commit message (Collapse) | Author |
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Conflicts:
src/mesa/shader/prog_execute.c
src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
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register indexing
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With these changes, the tests/stencil_twoside test now works.
- Eliminate blending from the stencil_twoside test, as it produces an
unneeded dependency on having blending working
- The spe_splat() function will now work if the register being splatted
and the destination register are the same
- Separate fragment code generated for front-facing and back-facing
fragments. Often these are the same; if two-sided stenciling is on,
they can be different. This is easier and faster than generating
code that does both tests and merges the results.
- Fixed a cut/paste bug where if the back Z-pass stencil operation
were different from all the other operations, the back Z-fail
results were incorrect.
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This ensures all batchbuffers have a same cliprect mode after calling
_intel_batchbuffer_flush even if there aren't invalid commands in the
current batch buffer. (fix bug#18362).
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Dots is re-used if more than one light is enabled. Previously
the negate flag of dots may affect next light.
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This fixes a lighting issue when drawing a bitmap.
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than the python generators
Specifically:
#include "glapitable.h" in src/mesa/main/glapi/dispatch.h
Call _mesa_bsearch() in src/mesa/main/enums.c.
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See bug 18445.
When getting array results, __glXReadReply() always reads a multiple of
four bytes. This can cause writing to invalid memory when 'n' is not a
multiple of four.
Special-case the glAreTexturesResident() functions now.
To fix the bug, we use a temporary buffer that's a multiple of four bytes
in length.
NOTE: this commit also reverts part of commit 919ec22ecf72aa163e1b97d8c7381002131ed32c
(glx/x11: Added some #ifdef GLX_DIRECT_RENDERING protection) which
directly edited the indirect.c file rather than the python generator!
I'm not repairing that issue at this time.
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This lets one specify initial values for uniforms in the code, avoiding
the need to call glUniform() in some cases.
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Conflicts:
src/gallium/auxiliary/util/u_math.c
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The clean-up call to pipe->set_vertex_buffers() should use the same
number of buffers as the first call.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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- Use a lookup table for log2.
- Compute (float) (1 << ipart) by tweaking with the exponent directly to
avoid integer overflow and float conversion.
- Also table negative exponents to avoid float division and branching.
- Implement util_fast_exp as function of util_fast_exp2.
--------
Cherry-picked from gallium-0.2: 8415d06d90a197e16554dab98d160334fd9f9f93
This fixes some pow() glitches seen in fslight.c, spectex.c, etc.
Conflicts:
src/gallium/auxiliary/util/u_math.h
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This allows us to use SSE codegen with debug builds again.
When PIPE_ARCH_SSE is set (w/ gcc -msse -msse2) we will also use the
gcc SSE intrinsic functions.
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This small set of changes repairs several different stenciling problems;
now redbook/stencil also runs correctly (and maybe others - I haven't
checked everything yet).
- The number of instructions that had been allocated for fragment ops
used to be 64 (in cell/common.h). With complicated stencil use, we
managed to get up to 93, which caused a segfault before we noticed
we'd overran our memory buffer. It's now been bumped to 128,
which should be enough for even complicated stencil and fragment op
usage.
- The status of cell surfaces never changed beyond the initial
PIPE_SURFACE_STATUS_UNDEFINED. When a user called glClear()
to clear just the Z buffer (but not the stencil buffer), this caused
the check_clear_depth_with_quad() function to return false (because
the surface status was believed to be undefined), and so the device
was instructed to clear the whole buffer (including the stencil buffer),
instead of correctly using a quad to clear just the depth, leaving the
stencil alone.
This has been fixed similarly to the way the i915 driver handles
the surface status: during cell_clear_surface(), the status is
set to PIPE_SURFACE_STATUS_DEFINED. Then a partial buffer clear is
handled with a quad, as expected. Note that we are *not* using
PIPE_SURFACE_STATUS_CLEAR (also similar to the i915); technically,
we should be setting the surface status to CLEAR on a clear, and
to DEFINED when we actually draw something (say on cell_vbuf_draw()),
but it's difficult to figure out exactly which surfaces are affected
by a cell_vbuf_draw(), so for now we're doing the easy thing.
- The fragment ops handling was very clever about only pulling out the
parts of the Z/stencil buffer that it needed for calculations;
but this failed when only part of the buffer was written, because
the part that was never pulled out was inadvertently cleared.
Now all the data from the combined Z/stencil buffer is pulled out,
just so the proper values can be recombined later and written back
to the buffer correctly. As a bonus, the fragment op code generation
is simplified.
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cherry-picked from master: 4550b0562d5b59890fccb0e7eb0dbef967d1ccf9
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