Age | Commit message (Collapse) | Author |
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Fixes failed viewport updates on glxgears (and other apps) resize since
e41780fedc2c1f22b43118da30a0103fa68b769f.
Bug #20473.
(cherry picked from commit 0e83e8f51af07a3066519f169f07d9afbf23252e)
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Noticed while debugging a weird 1D FBO testcase that left its existing
viewport and projection matrix in place when switching drawbuffers. Didn't
fix the testcase, though.
(cherry picked from commit 3a521d84ecc646fcc65fa3fe7c5f1fdbdebe8bc2)
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Instead, stash the debug info under the handy debug flag.
Bug #20053
(cherry picked from commit 22690482e692cb5ed2f84d3e69545c09292e3484)
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The _Enabled field isn't updated at the point that DrawBuffers is called,
and the Driver.Enable() function does the testing for stencil buffer
presence anyway.
bug #21608 for Radeon
(cherry picked from commit 4c6f82989983eecc0b3b724716cb3bcb675664c5)
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The docs actually explain this, but not in a terribly clear manner.
This nearly fixes the piglit cubemap testcase, except that something's
going wrong with the nearest filtering at 2x2 sizes in the testcase.
Looks good by visual inspection, though.
Bug #21692
(cherry picked from commit 5c5a46884899ea25cdf25545d6ab3d9a74eafa3a)
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I don't have a testcase for this, but it seems clearly wrong.
(cherry picked from commit dc657f3929fbe03275b3fae4ef84f02e74b51114)
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Before, if the VP output something that is in the attributes coming into
the WM but which isn't used by the WM, then WM would end up reading subsequent
varyings from the wrong places. This was visible with a GLSL demo
using gl_PointSize in the VS and a varying in the WM, as point size is in
the VUE but not used by the WM. There is now a regression test in piglit,
glsl-unused-varying.
(cherry picked from commit 0f5113deed91611ecdda6596542530b1849bb161)
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(cherry picked from commit 64980125c76b05501a6fe7fe20fe52438f459129)
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This comes from a radeon-rewrite fallback fix, but may also fix stencil
clear failure when the polygon winding mode is flipped.
(cherry picked from commit d866abeffc7e4a29736fa35fb8ac09c3a28a44d6)
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(cherry picked from commit d4a42b0ce6455d03be70aa56aacd779be193aca4)
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This looks to be a win of a few percent in cairogears with new vbo code,
thanks to not polluting caches.
(cherry picked from commit aa422b262509bc0763a50f63a51a1730139ea52f)
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Fixes segfault in progs/xdemos/glxgears_pixmap.c
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Two parts to this:
One we don't keep pointers to possibly freed memory anymore once we unbind the
drawables from the context. Brian I need to figure out what the comment
you made there, can we get a glean/piglit test so we can fix it properly?
If the new gc is the same as the oldGC, we call the unbind even though
we just bound it in that function. doh.
(cherry picked from master, commit 77506dac8e81e9548a7e9680ce367175fe5747af)
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The default values true and false will expand to "1" and "0" when
gcc -std=c99, causing bool option defaults to generate runtime failures.
One solution is to specify bool option defaults quoted as "true" and "false".
Add a macro to assist this.
Signed-off-by: Thomas Hellstrom <thellstrom@vmware.com>
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We were packing according to the pitch, while the hardware appears to base
it on the base level width.
With this and the previous commit, fbo-cubemap now matches untiled behavior.
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3D rendering to tiled textures was being done with non-tile-aligned offsets.
The G4X hardware has fields to let us support it easily and correctly, while
the pre-G4X hardware requires a path full of suffering, so we just fall back.
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This lets ut2004 avoid hitting the elt warning.
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This may hurt if miptree relayout occurs, since we can't blit Y tiled
objects. But it corrects depth tests on FBOs using textures.
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if its on the list its on the list don't go readding it.
multitexturing from the same texture could cause this.
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We flush the command buffer so we don't emit mixed
state (with new and previous buffer size) command
buffer, this is especialy affecting zbuffer states.
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vap index offset is programmed to 0 by the kernel, it
would add work to kernel checker to allow userspace
programming of this so it's now disallowed with CS
on KMS.
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Two parts to this:
One we don't keep pointers to possibly freed memory anymore once we unbind the
drawables from the context. Brian I need to figure out what the comment
you made there, can we get a glean/piglit test so we can fix it properly?
If the new gc is the same as the oldGC, we call the unbind even though
we just bound it in that function. doh.
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Conflicts:
src/mesa/main/api_validate.c
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For the TXP instruction we check if the texcoord is really a 4-component
atttibute which requires the divide by W step. This check involved the
projtex_mask field. However, the projtex_mask field was being miscalculated
because of some confusion between vertex program outputs and fragment
program inputs.
1. Rework the size_masks calculation so we correctly set bits corresponding
to fragment program input attributes.
2. Rename projtex_mask to proj_attrib_mask since we're interested in more
than just texcoords (generic varying vars too).
3. Simply the indexing of the size_masks and proj_attrib_mask fields.
4. The tracker::active[] array was mis-dimensioned. Use MAX_PROGRAM_TEMPS
instead of a magic number.
5. Update comments, add new assertions.
With these changes the Lightsmark demo/benchmark renders correctly, until
we eventually hit a GPU lockup...
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glsl compiler will not generate OPCODE_SWZ, and as a first step it would
be translated away to a MOV anyway (why?), but later internally this opcode is
generated (for EXT_texture_swizzling).
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Conflicts:
docs/relnotes-7.6.html
src/mesa/main/mtypes.h
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Fixes memory leak when destroying framebuffers.
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...rather than with linear interpolation. Modern hardware should use
perspective-corrected interpolation for colors (as for texcoords).
glHint(GL_PERSPECTIVE_CORRECTION_HINT, mode) can be used to get
linear interpolation if mode = GL_FASTEST.
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Tested with glean/texture_srgb and wine/d3d9 tests on RV535
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use the actual value set in the context
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If GL context had e.g. tex0, tex2 and fog the VAPOutputCntl1 returned 0x104 instead of 0x124 - that meaned we're sending only 8 texcoords (instead of 12) which ended up in GPU hang.
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We shouldn't use i variable for SWTCL_OVM_TEX because textures doesn't have to be enabled in "packed" order.
We could have tex1,tex3 and fog which would receive 7,9,8 OVM locations instead of 6,7,8.
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RS_COL_FMT field is part of RS_IP_* reg not RS_INST_*
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- when rewriting per component negate swizzle, first instruction should get not negated source
- KIL instruction ignores swizzles
TODO:
- tex instructions does not support saturation
- tex instructions cannot read from consant memory
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Sending from VAP more texture coordinates than RS expects results in GPU hang.
Fixes BumpSelfShadow from DirectX8 SDK.
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If the vertex program didn't write position attribute, the position invariant function would add necessary instructions, but the vertex position would be overwritten by artificial outputs insts added to satisfy fragment program requirements.
Fixes "whole screen is gray" problem for HW TCL path in sauerbraten when shaders are enabled, and whole slew of wine d3d9 tests.
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If the vertex program wrote secondary color without primary color, the secondary color output register index would be 0 which resulted in overwriting vertex position in some cases.
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