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2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22mesa: simplify adjust_buffer_object_ref_counts()Brian Paul
2009-05-22mesa: minor code clean-upBrian Paul
2009-05-22mesa: use Elements() for loop limitBrian Paul
2009-05-22vbo: s/32/VERT_ATTRIB_MAX/Brian Paul
2009-05-22mesa: use Elements() for loop boundBrian Paul
2009-05-22mesa: minor code simplificationBrian Paul
2009-05-22Merge branch 'mesa_7_5_branch'Brian Paul
2009-05-22mesa: fix loop over generic attribs in update_arrays()Brian Paul
2009-05-22vbo: asst. reformatting, clean-upsBrian Paul
2009-05-22Merge branch 'mesa_7_5_branch'Brian Paul
2009-05-22vbo: fix crash in vbo_exec_bind_arrays()Brian Paul
When a vertex shader uses generic vertex attribute 0, but not gl_Vertex, we need to set attribute[16] to point to attribute[0]. We were setting the attribute size, but not the pointer. Fixes crash in glsl/multitex.c when using the VertCoord attribute instead of gl_Vertex.
2009-05-22demos: extend glsl/multitex.c to use a vertex buffer objectBrian Paul
2009-05-22demos/util: add funcs for GL_ARB_buffer_objectBrian Paul
2009-05-22demos: fix multitex.c VertCoord attribute mappingBrian Paul
If the multitex.vert shader uses the VertCoord generic vertex attribute instead of the pre-defined gl_Vertex attribute, we need to make sure that VertCoord gets bound to generic vertex attribute zero. That's because we need to call glVertexAttrib2fv(0, xy) after all the other vertex attributes have been set since setting generic attribute 0 triggers vertex submission. Before, we wound up issuing the vertex attributes in the order 0, 1, 2 which caused the first vertex to be submitted before all the attributes were set. Now, the attributes are set in 1, 2, 0 order.
2009-05-22Merge branch 'mesa_7_5_branch'Brian Paul
2009-05-22mesa: allow GL_BITMAP type in _mesa_image_image_stride()Brian Paul
It's possible to hand a GL_COLOR_INDEX/GL_BITMAP image to glTexImage3D() which gets converted to RGBA via the glPixelMap tables. This fixes a failure with piglit/fdo10370 with Gallium.
2009-05-22mesa: added some assertionsBrian Paul
2009-05-22mesa: use Elements() macro to limit loops instead of constantsBrian Paul
2009-05-22mesa: remove MAX_VERTEX_PROGRAM_ATTRIBSBrian Paul
Use MAX_VERTEX_GENERIC_ATTRIBS instead. No need for two #defines for the same quantity.
2009-05-22mesa: rename MAX_VERTEX_ATTRIBS to MAX_VERTEX_GENERIC_ATTRIBSBrian Paul
Be clearer that this is the number of generic vertex program/shader attributes, not counting the legacy attributes (pos, normal, color, etc).
2009-05-22mesa: s/MAX_VERTEX_PROGRAM_ATTRIBS/MAX_NV_VERTEX_PROGRAM_INPUTS/ in NV funcsBrian Paul
2009-05-22mesa: added commentBrian Paul
2009-05-21mesa: add missing glGet*() case for GL_VERTEX_ARRAY_BINDING_APPLEBrian Paul
2009-05-21vbo: fix build breakage...oopsBrian Paul
2009-05-21vbo: comments, whitespace clean-upsBrian Paul
2009-05-21mesa: s/MAX_VERTEX_PROGRAM_ATTRIBS/MAX_NV_VERTEX_PROGRAM_INPUTSBrian Paul
2009-05-21Merge branch 'mesa_7_5_branch'Brian Paul
2009-05-21vbo: fix incorrect loop limit in bind_array_obj()Brian Paul
The generic_array[] is 16 elements in size, but the loop was doing 32 iterations. The out of bounds array write was clobbering the following inputs[] array but as luck would have it, that didn't matter.
2009-05-21mesa: use MAX_ values instead of literalsBrian Paul
2009-05-21mesa: freshen comments for update_array()Brian Paul
2009-05-21mesa: minor code simplification in _mesa_GetVertexAttrib*NV()Brian Paul
2009-05-21mesa: comment for _mesa_GetVertexAttribfvARB()Brian Paul
2009-05-21mesa: minor code simplification in _mesa_GetVertexAttribfvARB()Brian Paul
2009-05-21mesa: remove const qualifierBrian Paul
2009-05-21mesa: VertexAttribPointer commentsBrian Paul
2009-05-21mesa: call _mesa_update_array_object_max_element() before printing array infoBrian Paul
2009-05-21mesa: added gl_array_object::Weight array fieldBrian Paul
We don't really implement vertex weights but in the VBO code this fixes and odd case for the legacy_array[] setup. Before, the vbo->draw_prims() call was always indicating that the vertex weight array was present/enabled when it really wasn't.
2009-05-21mesa: check FEATURE_point_size_array for PointSize arrayBrian Paul
2009-05-21mesa: fix some potential state-restore issues in pop_texture_group()Brian Paul
Call the _mesa_set_enable() functions instead of driver functions, etc. Also, add missing code for 1D/2D texture arrays.
2009-05-21mesa: new _mesa_update_array_object_max_element() functionBrian Paul
This will replace the code in state.c
2009-05-21vbo: return VP_NONE from get_program_mode() if running fixed-func vertex programBrian Paul
If we're running a vertex program to emulated fixed-function, we still need to treat vertex arrays/attributes as if we're in fixed-function mode. This should probably be back-ported to Mesa 7.5 after a bit more testing.
2009-05-21vbo: move vp_mode enum to vbo_exec.h, use enum instead of GLuintBrian Paul
2009-05-21i965: fix whitespace in brw_tex_layout.cEric Anholt
The broken indentation was driving me crazy, so fix other stuff while I'm here.
2009-05-21i956: Make state dependency of SF on drawbuffer bounds match Mesa's.Eric Anholt
Noticed while debugging a weird 1D FBO testcase that left its existing viewport and projection matrix in place when switching drawbuffers. Didn't fix the testcase, though.
2009-05-21intel: Fall back on any rendering to texture with no miptree.Eric Anholt
Fixes segfault on an fbo.c negative test for FBO with texture width/height of 0. Previously we just tested for border != 0 to work around this segfault.