Age | Commit message (Collapse) | Author |
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Conflicts:
windows/VC8/mesa/osmesa/osmesa.vcproj
windows/VC8/progs/demos/gears.vcproj
windows/VC8/progs/progs.sln
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Oops.
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The upstream linux kernel headers and libdrm kernel headers disagree on the
tag name for the sarea struct: _drm_i915_sarea vs drm_i915_sarea. They
both typedef it to drm_i915_sarea_t though, so just use that.
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It's been broken and deprecated for a while, so it's time to die. This has the
wonderful benefit of cleaning up the code a fair amount; making it marginally
less twisty.
I'm unsure if the for loops in IntelWindowMoved are still needed.
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Dri drivers often may validate first a write drawable and then a read
drawable ("readable"). However, the hardware lock may be unlocked when
validating the readable, causing the write drawable status to be stale.
Drivers should use this macro instead when validating two drawables.
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Since we use an inverted viewport transformation for render to texture, that
inverts front/back polygon orientation.
Now glCullFace(GL_FRONT / GL_BACK) works correctly.
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When we're rendering to textures we have to invert the viewport transformation.
This helper cleans up that test and can be used elsewhere...
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Conflicts:
src/mesa/shader/slang/slang_compile.c
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See bug 17929.
Fog doesn't actually work, but the often complained about warning is
silenced.
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OpenGL allows mixing and matching depth and stencil renderbuffers in
framebuffer objects while the hardware really only supports interleaved
depth/stencil buffers. This makes for some tricky buffer management.
An extra wrinkle is the situation where the user allocates a 16bpp depth
texture or renderbuffer then tries to render to it along with a stencil
buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and
mix in the stencil values to setup the depth/stencil renderbuffer.
There's no support for that now, so always allocate 32bpp depth textures/
renderbuffers for now.
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Conflicts:
docs/install.html
docs/relnotes-7.3.html
src/mesa/shader/slang/slang_codegen.c
src/mesa/shader/slang/slang_compile.c
src/mesa/shader/slang/slang_emit.c
src/mesa/shader/slang/slang_preprocess.c
src/mesa/shader/slang/slang_preprocess.h
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As for glBitmap, it needs to be an NDC coord in [-1,1].
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When we use the do_blit_bitmap() function, it seems the fragment Z is always
1.0. If depth testing is on, that means that bitmap fragments are often
occluded by other rendering. So, the bitmap doesn't appear even if
rasterpos.Z==0.
The fix is to use the intel_texture_bitmap() path when depth testing is on.
Also, fix the incorrect Z coordinate. It needs to be an NDC value in [-1,1].
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Just call _mesa_append_fog_code() if the fragment program's FogOption is
not GL_NONE.
This allows us to remove some unnecessary i965 fog code.
Note, the arbfplight.c demo can be used to test this (see DO_FRAGMENT_FOG).
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GL_ATI_separate_stencil is enabled by default for software
rasterizers, but the extension functions weren't hooked up to the
dispatch table.
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Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or
BRW_NEW_VERTEX_PROGRAM.
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There was a note in state.c about _Active deserving to die, and there were
potential issues with it due to i965 forgetting to set _UseTexEnvProgram.
Removing both simplifies things.
Reviewed-by: Brian Paul <brianp@vmware.com>
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If gl_FragData[0] is written but not gl_FragCOlor, use the former.
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Bug #19226.
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Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or
BRW_NEW_VERTEX_PROGRAM.
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There was a note in state.c about _Active deserving to die, and there were
potential issues with it due to i965 forgetting to set _UseTexEnvProgram.
Removing both simplifies things.
Reviewed-by: Brian Paul <brianp@vmware.com>
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If gl_FragData[0] is written but not gl_FragCOlor, use the former.
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Bug #19226.
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Conflicts:
src/mesa/drivers/dri/common/dri_util.c
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Fixes bug #17234
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Also, fix some RNDD vs. RNDZ confusion elsewhere.
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Conflicts:
src/mesa/main/ffvertex_prog.c
src/mesa/main/texenvprogram.c
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