Age | Commit message (Collapse) | Author |
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Conflicts:
src/mesa/drivers/dri/i965/brw_wm_emit.c
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R600_OUT_BATCH_RELOC doesn't really use offset so set it
in TEX_RESOURCE2
+ typo fix
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The ordering of texture components was
backwards for the floating point textures.
Signed-off-by: Pierre Ossman <pierre@ossman.eu>
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* remove-intel-dri1:
intel: intelScreenContext() is no longer used
intel: Remove remaining dri2.enabled tests
intel: Drop more cliprect bookkeeping
intel: Remove struct intel_framebuffer
intel: Remove client-side vblank code
intel: Drop intelWindowMoved()
intel: Drop batchbuffer cliprect_mode tracking
intel: Drop DRI1 static regions
intel: Use depth buffer from ctx.DrawBuffer in copypix_src_region()
intel: Drop LOCK/UNLOCK_HARDWARE()
intel: Drop DRI1 SwapBuffer implementation
intel: Drop DRI1 CopySubBuffer implementation
intel: Drop DRI1 support
Push __driDriverExtensions out of dri_util.c and into the drivers
Remove leftover __DRI{screen,drawable,context}Private references
Check for libdrm_$chipset.pc when needed
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R600_OUT_BATCH_RELOC doesn't really use offset so set it
in TEX_RESOURCE2
+ typo fix
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When we have integer-valued texture formats, the texture border color
must also store integer and uint values.
With GL 3.0, the new glTexParameterIiv() and glTexParameterIuiv() functions
can set the border color to int or uint values.
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Use vertex program key mechanism and swizzle during vertex fetch - is there
a better way?
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As part of the DRI driver interface rewrite I merged __DRIscreenPrivate
and __DRIscreen, and likewise for __DRIdrawablePrivate and
__DRIcontextPrivate. I left typedefs in place though, to avoid renaming
all the *Private use internal to the driver. That was probably a
mistake, and it turns out a one-line find+sed combo can do the mass
rename. Better late than never.
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Use vertex program key mechanism and swizzle during vertex fetch - is there
a better way?
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This is part of the GL_EXT_draw_buffers2 extension and part of GL 3.0.
The ctx->Color.ColorMask field is now a 2-D array. Until drivers are
modified to support per-buffer color masking, they can just look at
the 0th color mask.
The new _mesa_ColorMaskIndexed() function will be called by
glColorMaskIndexedEXT() or glColorMaski().
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This is a little more logical. Suggested in bug report 25654.
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Conflicts:
src/mesa/main/version.h
src/mesa/state_tracker/st_atom_shader.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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these really shouldn't be exposed here
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these really shouldn't be exposed here
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fd.o bug #25290
Suggested fix from Rafael Monica
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otherwise for example const[ADDR-3] gets us 253 - ALU_SRC_LITERAL which
expects immediate floats to follow and hangs
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fd.o bug #25290
Suggested fix from Rafael Monica
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Bug 25699
The main problem was the optimising flush wasn't doing the front
rendering checks properly.
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these really shouldn't be exposed here
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fixes fdo bug 25679
Signed-off-by: Alex Deucher <alexdeucher@gmail.com>
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this keeps branch targets correct.
glsl/trirast works correctly now afaics
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at least i think this is how it was meant to work
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wpos.y seems inferted to what opengl expexts, so calculate correct
value from window dimension and replace references in fragmentprog
with calculated value
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Conflicts:
src/gallium/state_trackers/xorg/xorg_xv.c
src/mesa/drivers/dri/intel/intel_span.c
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complex built-in shader instructions.
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and use it in cubemap instruction sequence for testing
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use it in tex cube instruction sequence
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looks kinda hackish, should rethink later
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remember the dst register which is used for cond updates
when it's time to use the cond codes issue a separate PRED instruction
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seems assemble_LOGIC was meant for non-condition-code instructions
so execute in for all components as previously
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