Age | Commit message (Collapse) | Author |
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The clamping for these values depends on whether we're drawing AA or non-AA
points, lines. Defer clamping until drawing time. Drivers could compute and
keep clamped AA and clamped non-AA values if desired.
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dereferences it.
Same fix as for r300 (which fixed https://bugs.freedesktop.org/show_bug.cgi?id=10417),
since it's likely an issue with those drivers too.
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Conflicts:
src/mesa/main/context.c
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Mostly:
- update #includes
- update STATE_* token code
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Use the same input map handling for fftnl and vertex programs. It doesn't
enable any new functionality (should make it easy to support per-vertex
materials though), but the code is much cleaner.
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into vbo-0.2
Conflicts:
src/mesa/array_cache/sources
src/mesa/drivers/dri/i965/brw_context.c
src/mesa/drivers/dri/i965/brw_draw.c
src/mesa/drivers/dri/i965/brw_fallback.c
src/mesa/drivers/dri/i965/brw_vs_emit.c
src/mesa/drivers/dri/i965/brw_vs_tnl.c
src/mesa/drivers/dri/mach64/mach64_context.c
src/mesa/main/extensions.c
src/mesa/main/getstring.c
src/mesa/tnl/sources
src/mesa/tnl/t_save_api.c
src/mesa/tnl/t_save_playback.c
src/mesa/tnl/t_vtx_api.c
src/mesa/tnl/t_vtx_exec.c
src/mesa/vbo/vbo_attrib.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_save_api.c
src/mesa/vbo/vbo_save_draw.c
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submit the vertex weights to hw, which will enable broken vertex programs
errorneously using them to work. Note however that this will only work
if glWeight is used, there is no code in mesa at all to deal with weight
vertex array (glWeightPointerARB).
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order leading to very bogus rendering (for instance WoW intro screen mentioned in #8250).
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the change in the r200 driver accordingly.
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#9110).
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inputs.
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and texture inputs to them. Not widely tested yet. This should eliminate all fallbacks due to vertex programs, except writes to back facing colors, or when exceeding a hw limit (12 temps, 12 attribs etc.).
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set up later. Thix fixes a segfault in _mesa_Bitmap().
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and instead use _mesa_insert_mvp_code().
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for fog in vertex programs.
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computation into the vertex program (not yet fixed for swtnl). Simplify (and correct) the VTX_TCL_OUTPUT_VTXFMT handling when using vertex programs, turns out it's solely driven by the needs of the past-vertex stage of the pipeline, this should fix lockups with ill-specified applications using vertex programs (for instance applications enabling fog but not writing to fog coord output will now get (conformant) undefined results instead of lockups).
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The coordinates need to be computed after we've got the hw lock.
Code updated to:
1. Ignore all/x/y/width/height/ params passed to Clear func.
2. Pass 0,0,0,0,0 to _swrast_Clear() until they're totally removed.
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four rgba values set for radeon and r200 (discovered with a modified glean pixelFormats test, noone ever noticed in over 2 years). For radeon, use hw format I8 as previously, and change tex env to make the correct default values appear for both GL_ALPHA and GL_LUMINANCE textures. For r200, which supports GL_LUMINANCE just fine, use the AL88 hw format for GL_ALPHA textures, since it seems like it's probably not worth the effort to fix up the texture environment (certainly complicated in case of ATI_fragment_shader programs).
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default/fallback functions are already plugged in by the call to
_mesa_init_driver_functions().
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This is already done by the preceeding call to _mesa_init_driver_functions()
which plugs in default functions like that.
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nearly the same as outlined in bug #4707, except it disables perspective correction for point sprites to make them actually work. And, separate the state atom into two as the tcl parameters would overwrite vertex program parameters when active. Also implement the GL_VERTEX_PROGRAM_POINT_SIZE_ARB option to make vertex programs outputting a point size work correctly (untested). Smooth points will still always be size 1. While here, enable gouraud shading for fog when using fog coord.
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This prevents the first wait for vertical blank from timing out when the X
server has been running for a long time.
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defined to some default value by the spec (fogcoord yzw, normal w, secondary color w), by replacing those components with zero/one respectively using swizzling.
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mesa's texstore functions whenever possible for r200 and r300. r200 can use hw formats argb8888, rgba8888 and abgr8888 (or the opposite on big endian), r300 can use argb8888, bgra8888, rgba8888 and abgr8888 regardless of endian, as it supports free component swizzling.
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(GL_OBJECT_LINEAR, GL_EYE_LINEAR). This is a chip limitation, try to hack it up regardless or use a tcl fallback in some cases. Might still produce wrong results if fixed up, but so far this corrects celestia ring shadows (in multitexture mode), doom3 (arb renderer), quake4 (arb renderer and some less visible bugs in r200 renderer), and even the remaining texgenmix broken case (this is pure luck though, it is easy to construct artifical cases where it will break).
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ensures texture cache gets flushed in case the new texture has the same offset as the old one (fixes glean pixelFormat test at least on r200).
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we call the blend/logic op functions. Fixes glean logicOp test on r200.
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is not enabled (?). This fixes demos/cubemap as well as glean texCube test.
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