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And report PASS or FAIL for each test along the way as well.
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This is convenient for testing the preprocessor independent of the rest of
mesa, (just run glcpp-test in the src/glsl/glcpp/tests).
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These were only ever intended to exist in the original, standalone
implementation of glcpp, (with the idea of dropping them as soon as
the code moved into mesa). The current build system wasn't compiling
this C file, but the presence of the header files could cause problems
if the two copies diverge in the future.
We head those problems off by deleting al of these redundant files.
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The parameters[i] is our inlined variables representing the
parameters, so they are always ir_var_auto. Walk the signature params
in handling "out" values like we do for "in" values to find the mode.
Fixes (with the previous 2 commits):
glsl1-function call with in, out params
glsl1-function call with inout params
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If they have a return value, this means putting it into a temporary
and making a deref of the temp be the rvalue, since we don't know if
the rvalue will be used or not.
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Fixes:
glsl1-built-in constants
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I'd flipped around the order of two operations in paren-balancing
adventures, and left out the multiply by sign(x) required for negative x.
Fixes:
glsl1-acos(vec4) function
glsl1-asin(vec4) function
glsl1-atan(vec4) function
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Signed-off-by: Jerome Glisse <jglisse@redhat.com>
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Fixes:
glsl1-vector relational (bvec2 ==,!=)
glsl1-vector relational (vec4 !=)
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I hadn't noticed you could do this, but glsl1 tests caught it. Fixes:
glsl1-Swizzled writemask
glsl1-Swizzled writemask (2)
glsl1-Swizzled writemask (rgba)
glsl1-Swizzled writemask (stpq)
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Signed-off-by: Brian Paul <brianp@vmware.com>
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If max_index=0xffffffff and elt_bias > 0 the test for
elt_bias + max_index >= DRAW_PIPE_MAX_VERTICES
was wrong. Check earlier if max_index=0xffffffff and do the
"fail" case.
This fixes the piglit draw-elements-base-vertex test (and probably
some other things).
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When defining mipmap level 'L' and level L-1 exists and the new level's
internalFormat matches level L-1's internalFormat, then use the same hw
format. Otherwise, do the regular ctx->Driver.ChooseTextureFormat() call.
This avoids a problem where we end up choosing different hw formats for
different mipmap levels depending on how the levels are defined (glTexImage
vs. glCopyTexImage vs. glGenerateMipmap, etc).
The root problem is the ChooseTextureFormat() implementation in some
drivers uses the user's glTexImage format/type parameters in the choosing
heuristic. Later mipmap levels might be generated with different calls
(ex: glCopyTexImage()) so we don't always have format/type info and the
driver may choose a different format.
For more background info see the July 2010 mesa-dev thread "Bug in
_mesa_meta_GenerateMipmap"
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https://bugs.freedesktop.org/show_bug.cgi?id=29162
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Only refresh the fake front buffer if there is one, and only destroy the region
once.
Fixes X11 protocol errors reported by 'mcgreg' on IRC.
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Mainly, the type of __GLXdisplayPrivateRec::screenConfigs has changed
from "__GLXscreenConfigs *" to "__GLXscreenConfigs **".
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The extension has been removed in
22266c391fbe17603b15a83d4ccf5fa9455ccf8d.
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We do this in the X server for DRI2.
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The XIDs are display wide so the natural location of the hash is here.
This way we don't have to lookup in each of the screen hashes.
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The DRI2 protocol for ust, msc and sbc are unsigned but the extensions
talk about int64_t. Do a little dance to make the compiler shut up.
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The extension never worked, the implementation returns GLX_BAD_CONTEXT
when enabling the frame tracking.
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Only r200 implemented it.
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GLXscreenConfigs is badly named and a dumping ground for a lot of stuff.
This patch creates private screen structs for the dri drivers and moves
some of their fields over there.
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Enough is enough.
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This saves a superfluous flush and a create/destryo region.
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There was confusion on both the size of message we can send, and on
what the URB destination offset means.
The remaining problems appear to be due to spilling of regs in the
fragment shader being broken.
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This cleans up some chipset dependency sprinkled around, and fixes a
potential overflow of the attribute offset array for many vertex
results.
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This is now handled in link_intrastage_shaders.
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