Age | Commit message (Collapse) | Author |
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Conflicts:
src/mesa/main/framebuffer.c
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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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the framebuffer objects attached to drawables can have invalidate state
associated with them, since for the window framebuffer this is per-context
state and not per-fbo state. Since drivers rely on that information
(otherwise would need to check if currently the window-framebuffer is
bound in a lot of places) fix it up in _mesa_make_current (ugly).
(Brought over from i915tex_privbuffers, where it fixes xdemos/wincopy
when switching to front buffer rendering.)
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width/height/depth == 0 is a legal texture size (no error generated).
Later, the texture will be considered incomplete, however, and texturing
will effectively be disabled.
See bug 11309.
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of -I flags.
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#11030)
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a goto
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state validation/update.
Note that we're still temporarily skipping the test for an active fragment
program. Need to fix shadow2D() ...
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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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