Age | Commit message (Collapse) | Author |
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We need to use (s,t,r) cubemap coords when sampling from the cubemap texture
so the rendered quad gets texture samples from the correct cube face.
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Add a new flag mvp_with_dp4 in the context, and use that to switch
both ffvertex.c and programopt.c vertex transformation code to
either DP4 or MUL/MAD implementations.
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This is a quick fix for z fighting in quake4 caused by the mismatch
between vertex transformation here and in the position_invarient code.
Full fix would be to make this driver-tunable and adjust both
position_invarient and ffvertex_prog.c code to respect driver
preferences.
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Add a dummy function which exists only so that tgsi_text_translate()
doesn't get magic-ed out of the libtgsi.a archive by the build system.
Don't remove unless you know this has been fixed - check on
mingw/scons builds as well.
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Fixes a bug where psp->WaitX was uninitialized. Reported by Chris Clayton.
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Since GL_READ_BUFFER is historically part of the gl_pixel_attrib group
it made sense to signal changes with _NEW_PIXEL. But now with FBOs it's
also part of the framebuffer state.
Now _NEW_PIXEL strictly indicates pixels transfer state changes.
This change avoids framebuffer state validation when any random bit of
pixel-transfer state is set.
DRI drivers updated too: don't check _NEW_COLOR when updating framebuffer
state. I think that was just copied from the Xlib driver because we care
about dither enable/disable state there.
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Previously we created the pipe_surface during framebuffer validation.
But if we did a glCopyTex[Sub]Image() before anything else we wouldn't yet
have the surface. This fixes that.
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We need to make sure the framebuffer state is up to date to make sure we
read pixels from the right buffer when doing a texture image copy.
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Furthermore, return pointer(s) to the front color buffer(s).
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The front/back buffer pointers are truly swapped (when there is an actual
front buffer).
This fixes some issues seen with apps/tests that draw to both the front
and back color buffers. The true swap allows us to avoid the (potentially)
slow surface_copy() call in update_framebuffer_state() and is cleaner
overall.
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When we create a new front color buffer (user called glDrawBuffer(GL_FRONT))
initialize it to the contents of the back buffer. Any previous call to
SwapBuffers() would have done that in effect, so make it reality.
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Indicates whether there's defined image contents, or garbage/don't care.
This is set when we draw into a renderbuffer and cleared when we resize/
reallocate a renderbuffer or do a buffer swap (back buffer becomes undefined).
We use this to determine whether the front color buffer has been drawn to,
and whether to display its contents upon glFlush/Finish(), when the new
st_swapbuffers() function is used.
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When building mangled Mesa on Darwin, the exported symbols are
named `_mgluWhatever' instead of simply `_gluWhatever'. When
using a list of exported symbols via the system ld's
`-exported_symbols_list' command line option (as done by mklib),
this resulted in error messages about exporting symbols which do
not exist.
Fortunately the file format accepts simple wildcards. This throws
a wildcard so that the symbol list will match both the mangled and
non-mangled names, preventing the warning and actually exporting
the correct symbols in one shot.
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The pointers to the front/back renderbuffers are exchanged.
This new function isn't actually used yet...
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dlopen manpage mandates that either RTLD_LAZY or RTLD_NOW flags must be
passed. Not doing so was causing a NULL return on debian unstable x86-64.
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For non-stereo visuals, which is all we support, we treat
GL_FRONT_LEFT as GL_FRONT. However, they are technically different,
and they have different enum values. Test for either one to determine
if we're in front-buffer rendering mode.
This fix was suggested by Pierre Willenbrock.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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Before we always created the front color buffer, even if was never used.
This can save some memory.
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Conflicts:
src/mesa/drivers/dri/i965/brw_curbe.c
src/mesa/drivers/dri/i965/brw_vs_emit.c
src/mesa/drivers/dri/i965/brw_wm_glsl.c
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When a GLSL sampler reads from an incomplete texture it should
return (0,0,0,1). Instead of jumping through hoops in all the drivers
to make this happen, just create/install a fallback texture with those
texel values.
Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some
GPU lockups when trying to sample from missing surfaces. If a binding
table entry is NULL, it seems that sampling sometimes works, but not
always (lockup).
Todo: create a fallback texture for each type of texture target?
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It is no longer optional in current libdrm, so it was time to actually
start counting our BOs.
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Make things more consistent, prepare for more function hooks.
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