Age | Commit message (Collapse) | Author |
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The variable X_LIBS from AC_PATH_XTRA contains only the -L searchdir
parameter and not the -lX11 to link to Xlib. Use X11 prefixed build vars
for linking with Xlib to avoid the conflict.
Signed-off-by: Dan Nicholson <dbn.lists@gmail.com>
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Signed-off-by: Jeff Smith <whydoubt@yahoo.com>
Signed-off-by: Dan Nicholson <dbn.lists@gmail.com>
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Signed-off-by: Jeff Smith <whydoubt@yahoo.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Jeff Smith <whydoubt@yahoo.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Use the divisor/remainder for the WaitForMscOML call if a wait_interval
is passed. Allows for testing of the WaitMSC paths in the server & DDX.
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A few of my programs were using the client string in addition to the
main extensions string to see if a feature was present. Correct this to
only check for the currently available and working extensions.
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Add program to test glXSwapBuffersMscOML behavior. Based on glsync.c.
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glxinfo needed fixing after commit 4bccd69.
Move fragment program only parameters into their own list
so that they are not queried for a vertex program.
Signed-off-by: Xavier Chantry <chantry.xavier@gmail.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
(cherry picked from commit b0e5dcb859692707fec8752dd21fc61fc4c3dbcc)
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Signed-off-by: Aaron Plattner <aplattner@nvidia.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Conflicts:
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/pipebuffer/Makefile
src/gallium/auxiliary/pipebuffer/SConscript
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/auxiliary/tgsi/tgsi_scan.c
src/gallium/drivers/i915/i915_surface.c
src/gallium/drivers/i915/i915_texture.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_tex_sample_c.c
src/gallium/drivers/llvmpipe/lp_texture.c
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/gallium/state_trackers/xorg/xorg_dri2.c
src/gallium/winsys/drm/intel/gem/intel_drm_api.c
src/gallium/winsys/drm/nouveau/drm/nouveau_drm_api.c
src/gallium/winsys/drm/radeon/core/radeon_drm.c
src/gallium/winsys/drm/vmware/core/vmw_screen_dri.c
src/mesa/state_tracker/st_cb_clear.c
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glXDestroyContext does not destroy the context if it's still
connected to some window. Unbind context from window to test it.
Signed-off-by: Brian Paul <brianp@vmware.com>
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Conflicts:
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/auxiliary/util/Makefile
src/gallium/drivers/r300/r300_state_derived.c
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Conflicts due to DRI1 removal:
src/mesa/drivers/dri/intel/intel_context.c
src/mesa/drivers/dri/intel/intel_screen.c
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Print out count, finish rendering, etc. Makes the -sn option more useful.
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Since this program is used for testing, catching this case can be helpful.
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Doing simple buffer clears isn't enough to actually allocate render buffers, we
need to do real drawing.
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Add OML_sync_control support, along with a simple program for testing
it. This means adding support for the DRI2GetMSC, DRI2WaitMSC and
DRI2WaitSBC requests.
Signed-off-by: Jesse Barnes <jbarnes@virtuousgeek.org>
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This was missed from the previous commit to glxheads.c.
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Conflicts:
configure.ac
progs/demos/morph3d.c
progs/demos/textures.c
progs/glsl/shtest.c
progs/glsl/texaaline.c
progs/tests/packedpixels.c
progs/xdemos/corender.c
src/mesa/main/version.h
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The fbAttribSingle/Double arrays had wrong GLX_DOUBLEBUFFER values.
We only need to use the glXChooseFBConfig() code when glXChooseVisual()
fails (but I don't know when that would happen).
Other recent commits errantly removed some code in this area too.
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(cherry picked from commit 8556fad75124e1ade9af095e112ebb6ac5cbff61)
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(cherry picked from commit e0857962b911ef317238498305651515d83029ae)
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(cherry picked from commit 4ab8dbe5935d5c946cbc9af6982461073a784d07)
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(cherry picked from commit a4720a1a3206dd2edecf47a21fce547a79b67610)
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(cherry picked from commit f080567f4c4018c4885c105a154cb0eb39e6234f)
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(cherry picked from commit 66a4ec14c38d407256545e0cf31c98974d621fe4)
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Create one window and render into it with two GLX contexts. Setup the
rendering state differently for each context to be sure there's no state
"bleeding" between contexts.
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