Age | Commit message (Collapse) | Author |
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GL_TEXTURE_ENV_COLOR, GL_TEXTURE_ENV_MODE
Issues found by Bob Ellison.
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In glStencilFunc/Op/Mask() set both the front and back-face state, unless
GL_EXT_stencil_two_side is enabled. Before, we only set the front+back state
if GL_ATI_separate_stencil was enabled.
Ultimately, we probably should remove GL_EXT_stencil_two_side since it's
incompatible with GL 2.x.
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The old implementation could overwrite the caller's param buffer.
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The old behaviour depended on which texture images the fragment program
reads from, which seems to contradict the shader specifications.
Note: Piglit's general/texgen test checks for this problem.
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Basically, set up no-op Delete() methods for the DummyFrame/Renderbuffer objects.
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We don't actually need vertex array[0] enabled when using a vertex
program/shader.
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multisample enable is enabled by default, however gl mandates multisample
rendering rules only apply if there's also a multisampled buffer.
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Since GL_ARB_vertex_buffer_object protocol isn't supported yet, these
changes are innocuous.
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Signed-off-by: Brian Paul <brian.paul@tungstengraphics.com>
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for Z unpacking
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If you have a GPU using this code and it has the offsets up in this space,
this fails.
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Since ARB_fragment_program and friends are defined to ignore the setting of
the GL_TEXTURE_COMPARE_FUNC parameter, we have to explicitly enable the
shadow comparison by marking the texture unit in ShadowSamplers when
appropriate.
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All newly created programs have RefCount == 1, but the fragment program cache
added an additional reference in cache_item, with the result being that none
of the programs were ever freed.
Solve the problem by not creating the additional reference in cache_item.
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Removes some compiler #ifdef stuff.
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When purging the program hash table, the refcount _should_ be one since
the program is referenced by the hash table. Need to explicitly set to
zero before calling delete().
Also, purge high-level shader hash tables before low-level program hash tables.
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Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
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function."
This reverts commit c50ffc4cb89b67ae59208eb72cdb664c846ba987.
I'll fix this using the mipmap hooks I just picked from gallium-0.1
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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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This at least stops the compiz brain explosion we were seeing, I do wonder
though if we should somehow be calling intel_generate_mipmap somehow.
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Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
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Use floor() to convert to int (per Mark Kildard and the SI).
Also, change translate_id() to return a signed integer since we may be
offsetting from GL_LIST_BASE.
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GL_REPLACE_EXT comes from the ancient GL_EXT_texture extension. Found an old demo that
actually uses it.
The values of the GL_REPLACE and GL_REPLACE_EXT tokens is different, unfortunately.
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Fixes problem with bitmaps jumping around by one pixel depending on window
size. The rasterpos is often X.9999 instead of X+1.
Run progs/redbook/drawf and resize window to check.
Cherry picked from gallium-0.1 branch
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shader/shader program objects to avoid memory access error.
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This reverts commit 3ffd11f71d021f672b9bc15b3c39c155a0e2fecb.
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More such shader functions are needed...
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We always need to do PBO validation, so do that in core Mesa before calling driver routine.
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