Age | Commit message (Collapse) | Author |
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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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Fix bug inserted in commit c9e723e5013443df984cb3987ffa3a9ba3384b89.
Discovered by Oliver McFadden (z3ro).
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