Age | Commit message (Collapse) | Author |
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Also fix one case where a 32 bit depth value was incorrectly converted to a
combined depth/stencil value.
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Such visuals are subject to automatic compositing in the X server, so DRI1
can't render to them properly.
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Fixes potential crash when SwapBuffers is called but there's no back buffer.
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fix the cases when fog coord/front face/point coord are used in the same
shader.
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Of course glXGetVideoSyncSGI doesn't return the swap interval. The feature
only exists in the Mesa extension... which is the whole reason I created the
Mesa extension! Note that the Mesa extension allows drivers to default to a
swap interval of 0. If the Mesa extension exists, use its value. Only
consider the SGI extension when the Mesa extension is not available.
Fixes bug #22604.
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Ensure no other thread is accessing a framebuffer when it is being destroyed by
acquiring both the global and per-framebuffer mutexes. Normal access only
needs the global lock to walk the linked list and acquire the per-framebuffer
mutex.
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Fixes wglthreads -- the 2nd thread MakeCurrent call was trying to flush
the first thread context while still in use.
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According to
http://blogs.msdn.com/oldnewthing/archive/2008/01/15/7113860.aspx
WM_SIZE is generated from WM_WINDOWPOSCHANGED by DefWindowProc so it
can be masked out by the application.
Also there were some weird bogus WM_SIZE 0x0 messages when starting
sharedtex_mt which we don't get like this.
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Seriously.
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These will come back in someday, when we can properly use them.
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They have to cross into each other's registers.
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(cherry picked from commit 88c01a15da5639dd68a6a0133724994cb66f1316)
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As reported and initially tested by MrCooper.
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Stride == 0 means that we value for first vertex should be copied to every other vertices (e.g. constant color).
This fixes glean/vertProg1 and sauerbraten with enabled shaders.
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Even after fixing bugs in this code, it doesn't make me feel any cleaner.
Fixes piglit stencil-drawpixels.
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This state flag has been unused since the ffvertex_prog move to core.
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Otherwise, a pointer greater than the size would underflow and give a large
maximum element.
Reviewed-by: Brian Paul <brianp@vmware.com> (previous version)
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the driver used to overwrite grf0 then use implicit move by send instruction
to move contents of grf0 to mrf1. However, we must not overwrite grf0 since
it's still used later for fb write.
Instead, do the move directly do mrf1 (we could use implicit move from another
grf reg to mrf1 but since we need a mov to encode the data anyway it doesn't
seem to make sense).
I think the dp_READ/WRITE_16 functions may suffer from the same issue.
While here also remove unnecessary msg_reg_nr parameter from the dataport
functions since always message register 1 is used.
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Thanks to branching, the state of c->current_const[i].index at the point
of emitting constant loads for this instruction may not match the actual
constant currently loaded in the reg at runtime. Fixes a regression in my
GLSL program for idr's class since b58b3a786aa38dcc9d72144c2cc691151e46e3d5.
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plus it saves us a cacheline in the cso
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reported by clang static analyzer
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reported by clang static analyzer
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found by the clang static analyzer
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The problem is if we find out later we don't have any cmdbuf space but
we've already written the arrays to the DMA buffer object, we end up
emitting the current cmdbuf which has references to the current DMA object
we then send that to the hw and we can't reference the arrays we just emitted
to the old DMA buffer. things go bad, crash boom.
This can probably be tuned further + swtcl probably needs some fixes
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This moves a big chunk of the space checking code into libdrm so
it can be shared by the DDX.
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Fixes flush during validation, in case a buffer is double-validated.
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- don't limit vertex count if we are using indices
- max indices count is 65535 not 65536
- remove some comments that don't apply anymore
- remove unreachable code
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Conflicts:
src/mesa/main/dlist.c
src/mesa/vbo/vbo_save_api.c
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Fixes assertion failure when binding depth/stencil texture to FBO stencil
attachment.
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gl_NormalMatrix is the inverse transpose of the modelview matrix, but
as every matrix here needs to be transposed, we end up with
{MODELVIEW_MATRIX, INVERSE}.
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This is a tweak to a previous fix -- it's not necessary to actually
advertise this extension to prevent these games from crashing -- they
ignore the extension string anyway. It's sufficient to just have
GetProcAddress return some dummy function addresses for SwapInterval.
Given we don't really implement this funcitonality, this is a better
fix.
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