Age | Commit message (Collapse) | Author |
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an app issue, not a mesa bug.
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The ARB_fp (and other assembly-level fragment program specs) say that the
depth comparison function is always GL_NONE in fragment program mode.
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ctx->Point._Attentuation was computed in wrong place and the VB->Eye coord Z
array wasn't indexed correctly in run_point_stage().
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(see bug 11009)
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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Fix bug inserted in commit c9e723e5013443df984cb3987ffa3a9ba3384b89.
Discovered by Oliver McFadden (z3ro).
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These changes are based on patch review comments from Brian Paul, Alan
Hourihane, and vehemens.
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Common code was pulled out of the per-target if-statment and put at the end
of the for-loop. The common code is guarded by a new variable, curr, that
is set to point to the unit's current target in each if-statement.
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Most switch-statements that have cases for these enums already use code like:
const GLuint idx = pname - GL_SOURCE0_RGB;
... texUnit->Combine.SourceRGB[idx] ...
This patch just brings the remaining bits up to speed.
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such as #10687.
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found.
The later incorrectly encourages filing a bug (10703, for example).
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GLushort->GLuint conversion.
This improves performance and avoids int/float/int conversion problems that
can introduce errors during glCopyTexImage(). Another fix for the depth peeling
algorithm.
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