Age | Commit message (Collapse) | Author |
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It's requires to get GL2.1, therefore, much more piglit tests can be used
for testing. Figure out later how to emulate this.
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Also, set a pitch for rectangles only.
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Mipmaps not tested. Also, I am not sure why piglit/texturing/tex3d needs
to have color tolerance +-1 to pass. The classic Mesa driver doesn't
need that.
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Also enable 24-bit depth buffers without stencil.
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Won't ever be supported.
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1: add rv530 support
- num z pipes cap
- add proper start/finish query options for rv530
2: convert to use linked list properly.
3: add flushing required check.
4: initial Z top disabling support.
TODO:
make it actually work on my rv530.
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We now have 48 GLX visuals. Pretty soon, we'll have 90+ visuals,
only five of which ever get tested. :3
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Always test for PIPE_TRANSFER_READ/WRITE using the bit-wise and operator, and
add a pipe_transfer_buffer_flags() helper for getting the buffer usage flags
corresponding to them.
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Its not like it works well on 1.3 so may as well reach for greater
heights.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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No longer used. S3TC support is queried via
pipe_screen::is_format_supported.
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Individual texture images have a stride, but textures as a whole do not.
There are still pieces of code which are confused about this, but the core of
the confusion is hopefully gone.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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This reverts commit 6a40d1e9d96f8e8c57bc3bbd6f567cacd4471f59.
Turns out that we *do* need these for OQ after all. Go figure.
Conflicts:
src/gallium/winsys/drm/radeon/core/radeon_r300.h
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Allow Z24S8 to be a true texture.
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tests/texcompress2 doesn't work, but tests/texcmp does (more or less.)
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Before you get all excited, this is *not* to be construed as actual support
for GLSL shaders. The GL version is still 1.3, and stuff still sucks. Just
flicking it on so that it can be tested and developed a bit easier.
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See the previous commit for an explanation. This is just all the support code
for GB_TILE_CONFIG.
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Odds are good that we'll die later anyway, so we might as well do it before
we start dancing on random memory.
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Even though we *can* render 10,000-pixel-wide lines, let's not advertise it.
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Anisotropic filtering should work, and OQ is broken.
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Not going to bother unbreaking it here until it's unbroken elsewhere.
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The core reference counting code is centralized in p_refcnt.h.
This has some consequences related to struct pipe_buffer:
* The screen member of struct pipe_buffer must be initialized, or
pipe_buffer_reference() will crash trying to destroy a buffer with reference
count 0. u_simple_screen takes care of this, but I may have missed some of
the drivers not using it.
* Except for rare exceptions deep in winsys code, buffers must always be
allocated via pipe_buffer_create() or via screen->*buffer_create() rather
than via winsys->*buffer_create().
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s/migration/migrane/ , actually. Anyway, this has working glxinfo...
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compile and behave like it did before the gallium-texture-transfer merge
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As far as I can tell all the state emission necessary has been set up.
Well, except for the fragment shader, but c'mon, gimme a break. :3
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Deck chairs on the Titanic.
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I have successfully fooled glxinfo into believing that I am a competent
writer of code. Next step is to trick trivial/clear.
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Whoo, stuff is starting to look cleaner and cleaner.
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Note: I took those numbers from classic Mesa. I know that points are routinely
used to clear buffers, but line width is probably wrong.
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