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2009-07-14progs/tests: Use compressed texture in mipmap_comp_testsJakob Bornecrantz
2009-07-14progs/tests: Tests more views in mipmap_comp_testsJakob Bornecrantz
2009-07-14progs/tests: Add yet another mipmap testJakob Bornecrantz
2009-07-10demos: set 4th component of texcoord to 1.0Brian Paul
Avoid potential randomness in resulting texcoords.
2009-07-06demos: Fix vsync checking in glxgearsIan Romanick
Of course glXGetVideoSyncSGI doesn't return the swap interval. The feature only exists in the Mesa extension... which is the whole reason I created the Mesa extension! Note that the Mesa extension allows drivers to default to a swap interval of 0. If the Mesa extension exists, use its value. Only consider the SGI extension when the Mesa extension is not available. Fixes bug #22604.
2009-07-03progs: revert damage to progs/SConscript from recent compressed texture commitKeith Whitwell
2009-07-02Merge commit 'origin/dlist-statechange-shortcircuit' into mesa_7_5_branchKeith Whitwell
Conflicts: progs/trivial/Makefile Pull in a minimal version of statechange shortcircuiting in display list compilation. This affects only glMaterial and glShadeModel state, and includes quite a few tests to exercise various tricky cases. If this goes well, will consider extending to all state in the future.
2009-06-30mesa/vbo: fix compile and replay of nodes ending in a FALLBACKKeith Whitwell
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in the case of a recursive CallList which is itself within a Begin/End pair, there two problems: 1) The display list node's primitive information was incorrect, stating the cut-off prim had zero vertices 2) On replay, we would get confused by a primitive that started in a node, but was terminated by individual opcodes. This change fixes the first problem by correctly terminating the last primitive on fallback, and the second by forcing the display list to use the Loopback path, converting all nodes into immediate-mode rendering. The loopback fix is a performance hit, but avoiding this would require a fairly large rework of this code.
2009-06-30progs/trivial: add dlist-mat-tri.cKeith Whitwell
2009-06-30progs/trivial: add test case for short-circuiting material changesKeith Whitwell
Similar to dlist-tri-flat-tri, but using glMaterial calls, which have the extra property of being legal within Begin/End calls.
2009-06-30progs/trivial: add dlist-flat-tri.cKeith Whitwell
State-change functions which precede the first call to glEnd() in a compiled list are vulnerable to not being executed when that list is called. In particular this can happen if a list is invoked from within a begin/end pair, as in this example.
2009-06-30progs/trivial: add dlist-recursive-callKeith Whitwell
When one display list calls another display list, it is possible that the calling display list makes state-changes or other actions which invalidate any attempt at caching or state-change elimination in the calling list. This test exercises one such case, where the called list consists of just a single glShadeModel() call.
2009-06-30dlist-tri-flat-tri: make tri render differently if flatshade not enabledKeith Whitwell
When testing flat-shading, it helps to specify per-vertex colors so that you can distinguish between flat & smooth shading.
2009-06-30Merge branch 'mesa_7_5_branch' into dlist-statechange-shortcircuitKeith Whitwell
Need this to pick up fixes for per-vertex materials.
2009-06-30progs/trivial: add test case for lighting plus per-vertex materialsKeith Whitwell
Exercise material-within-begin/end case.
2009-06-30progs/isosurf: add materials mode for glVertex + TRISTRIPKeith Whitwell
2009-06-30progs/util: make sure function pointers are initializedKeith Whitwell
Call Init() from CompileShaderFile, was previously only called for the Text version of this function.
2009-06-30progs/tests: Add tests for glCompressedTexSubImageJakob Bornecrantz
2009-06-30xdemos: Fix xdemos which default to using display :0.0 to default to $DISPLAYJon TURNEY
Fix xdemos which default to using display :0.0 to default to $DISPLAY, this is kind of irritating when testing on a display other than :0.0 Signed-off-by: Jon TURNEY <jon.turney@dronecode.org.uk>
2009-06-30mesa/vbo: fix compile and replay of nodes ending in a FALLBACKKeith Whitwell
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in the case of a recursive CallList which is itself within a Begin/End pair, there two problems: 1) The display list node's primitive information was incorrect, stating the cut-off prim had zero vertices 2) On replay, we would get confused by a primitive that started in a node, but was terminated by individual opcodes. This change fixes the first problem by correctly terminating the last primitive on fallback, and the second by forcing the display list to use the Loopback path, converting all nodes into immediate-mode rendering. The loopback fix is a performance hit, but avoiding this would require a fairly large rework of this code.
2009-06-30progs/trivial: test case for dlist statechange eliminationKeith Whitwell
Creates a display list with redundant call to glShadeModel. View dlist contents with MESA_VERBOSE=list
2009-06-30progs/glsl: link with GLEW libraryBrian Paul
(cherry picked from commit b1f2f92d9b2d190d39fb1b5c919c59c9539a025a)
2009-06-29progs/glsl: link with GLEW libraryBrian Paul
2009-06-29progs/util: make sure function pointers are initializedKeith Whitwell
Call Init() from CompileShaderFile, was previously only called for the Text version of this function.
2009-06-29progs/glsl: compile with scons and glewKeith Whitwell
Get most of these working with scons.
2009-06-26demos: improve argv parsing in fslight.cBrian Paul
2009-06-23demos: fix issues in glxcontexts.cBrian Paul
The reshape() function was called when there was no GLX context so the viewport/modelview/projection setup wasn't doing anything. Move the call to reshape() into draw(). Also, remove -stereo, -fullscreen options and do some general clean-up.
2009-06-17progs/wgl: Fix shreadtex_mt too.José Fonseca
2009-06-17progs/wgl: Tweak the initialization wait in wglthreads.José Fonseca
There was still a non-zero probability for wglShareLists of failing.
2009-06-17progs/wgl: Get wglShareLists working in wglthreads.José Fonseca
wglShareLists is a little picky -- it seems to check if it has exclusive access to a lock, and fails if it doesn't. This allows the texture to be shared with all windows.
2009-06-17progs/wgl: Allow resizing wglthreads' windows.José Fonseca
2009-06-16progs/wgl: Quit after displaying usage for -h option.José Fonseca
2009-06-16progs/wgl: Use appropriate types to silence msvc warnings.José Fonseca
2009-06-16progs/wgl: Fix assertion failure in wglthreads' texture creation.José Fonseca
2009-06-15progs/tests: Use opaque colors.José Fonseca
Transparency is not relevant for this example, and leads to distraction due to different results in alpha visuals, when capturing images to disk.
2009-06-12demos: update fbotexture.c to use EXT or ARB functions exclusivelyBrian Paul
When the -arb option is specified we use GL_ARB_framebuffer_object intead of GL_EXT_framebuffer_object. For some vendors' OpenGL it's important to call the ARB entrypoints instead of the EXT entrypoints to get correct behaviour. Use some function pointer tricks to do this (instead of GLEW).
2009-06-12util: additional function pointersBrian Paul
2009-06-11progs: Port fp programs to GLEW.José Fonseca
2009-06-08progs/tests: Add some scissor testsJakob Bornecrantz
2009-06-01progs/vpglsl: add similar support for point rendering as progs/vpKeith Whitwell
2009-06-01trivial/tri-z: add controls for depthrange min/maxKeith Whitwell
Also add key to set up quake-1 style ztrick rendering with clear depth 1.0, deptrange(1.0, 0.0) and depthfunc GL_GREATER.
2009-06-01progs/wgl: Small cleanup to wglinfo.José Fonseca
2009-06-01progs/wgl: Use an invisible window in wglinfo.José Fonseca
2009-06-01demos: add missing dependencies for util filesBrian 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.
2009-05-11trivial: destroy window upon exitBrian Paul
2009-05-08progs/trivial: add test for vertex program invarient transformKeith Whitwell
2009-05-08progs/trivial: add vbo-noninterleaved testKeith Whitwell
2009-05-08trivial: add line-flat.cKeith Whitwell
2009-04-30demos: silence warningBrian Paul