Age | Commit message (Collapse) | Author |
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Signed-off-by: Jeff Smith <whydoubt@yahoo.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
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Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
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These are used to inform the driver of the clear value for color-index
buffers and to control write-masking of bits in color-index buffers.
No driver use or need (not even Nouveau) these interfaces.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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GL_TRUE indicates that the driver accepts the program.
GL_FALSE indicates the program can't be compiled/translated by the
driver for some reason (too many resources used, etc).
Propogate this result up to the GL API: set GL_INVALID_OPERATION
error if glProgramString() was called. Set shader program link
status to GL_FALSE if glLinkProgram() was called.
At this point, drivers still don't do any program checking and
always return GL_TRUE.
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Conflicts:
src/mesa/main/dd.h
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For GL_NV_conditional_render and GL3.
The drawing functions don't check the query object yet.
No API dispatch yet.
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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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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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Conflicts:
src/mesa/drivers/dri/radeon/radeon_fbo.c
src/mesa/drivers/dri/s3v/s3v_tex.c
src/mesa/drivers/dri/s3v/s3v_xmesa.c
src/mesa/drivers/dri/trident/trident_context.c
src/mesa/main/debug.c
src/mesa/main/mipmap.c
src/mesa/main/texformat.c
src/mesa/main/texgetimage.c
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It always just called _mesa_compressed_texture_size() anyway.
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Just call ctx->Driver.CompressedTextureSize() when we need to get
the compressed image size.
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Now gl_texture_image::TexFormat is a simple MESA_FORMAT_x enum.
ctx->Driver.ChooseTexture format also returns a MESA_FORMAT_x.
gl_texture_format will go away next.
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This isn't quite right yet. The delete behavior and the context
clean-up needs some work.
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Return GL_FALSE if we failed to allocate the buffer. Then raise
GL_OUT_OF_MEMORY in core Mesa.
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Previously, MultiDrawElements just called DrawElements a bunch of times.
By sending several primitives down the pipeline at once, we avoid a bunch
of validation. On my GL demo, this improves fps by 2.5% (+/- .41%) and
reduces CPU usage by 70.5% (+/- 2.9%) (n=3).
Reviewed by: Ian Romanick <ian.d.romanick@intel.com>
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This was never fully fleshed out and hasn't been used.
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Conflicts:
scons/gallium.py
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/include/pipe/p_defines.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_exec_draw.c
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Will be needed in coming GL extensions (GL_map_buffer_range, GL 3.0).
Will be used by the vbo module to avoid reallocating vbo's at each
draw primitive call.
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Provides notification to the VBO modules prior to the first immediate call.
Pairs with FlushVertices()
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Rename some structs and fields to be more consistant with the rest of mesa.
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Called from the _mesa_test_framebuffer_completeness() function to give the
driver the chance to make a framebuffer as incomplete if it doesn't meet
some specific hardware restriction.
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(cherry picked from commit c366fd83b617db6c8c064802ff4bf120d654507d)
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Brought over from gallium-0.2 branch.
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The old implementation could overwrite the caller's param buffer.
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The old implementation could overwrite the caller's param buffer.
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(cherry picked from commit c3395f4473c8fdf75d04c0dd72e687bc8d8127a7)
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(cherry picked from commit 4c2f3dbca940f289e67248682b84a3516d5a3031)
Conflicts:
src/mesa/drivers/common/driverfuncs.c
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They're changed by the intel driver implementation and thus not const.
Fixes compilation warning.
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Add a 'CheckQuery()' driver callback to mesa to check query completion.
Make pipe_query an opaque type.
Rework softpipe queries, support overlapping occlusion queries.
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t_vb_program.c
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This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
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Make sure that we bind the right buffer (draw or read) when rebinding
the window framebuffer (the api doesn't allow binding different draw and
read buffers at the same time, but the default window framebuffer is basically
2 fb objects, one for read, one for write, which can be different). Pass both
of these two down the driver api (no driver uses this right now).
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