Age | Commit message (Collapse) | Author |
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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It may get stale bits otherwise.
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Cherry-picked from master.
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cherry-picked from master
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This fixes the case where the app calls SwapBuffers then calls glReadPixels
to read the front color buffer. We now keep track of when the front buffer
is a _logically_ copy of the back buffer (after SwapBuffers) and read from
the back color buffer instead of the front.
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New, separate is_front_buffer_dirty() function.
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During context unbind, we may not have a draw buffer.
This fixes demos/tunnel2.c
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Fixes glean pixelFormat test
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Instead of get/put_tile(), map the buffer and operate on values directly.
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If the driver can't create a PIPE_FORMAT_R16G16B16A16_SNORM surface, create
an accum surface using a shallower format and taller height. Since only the
accum buffer code accesses the surface the actual format doesn't really
matter, just that there's enough memory.
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We'll apply this function to GLSL vertex programs. In GLSL it's legal to
read and write varying (output) vars in a vertex shader. But reading from
an output register isn't supported by all hardware. This routine examines
the vertex program for that condition and rewrites it to use temporary
registers where needed.
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Also, use new _mesa_free_instructions() in a few places.
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