Age | Commit message (Collapse) | Author |
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The assertion is that the correct read type to be using is the native
type of the underlying read renderbuffer. For some fallback paths, this
may be worse than GL_RGBA/GL_UNSIGNED_BYTE for reads today, but it gets
all drivers the expected GL_BGRA/GL_UNSIGNED_BYTE for ARGB8888 or
GL_BGR//GL_UNSIGNED_SHORT_5_6_5_REV for rgb565 with no work.
This fixes the intel (and other) DRI drivers to report read formats that
should hit blit PBO readpixels paths.
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Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
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At last it's possible to turn on tgsi dumps and other debugging in the
state tracker without modifying sources...
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It merges FEATURE_ARB_occlusion_query and FEATURE_EXT_timer_query, and
follows the feature conventions.
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The first time a context is bound to a drawable, the viewport and scissor
bounds are initialized to the buffer's size. This is actually a bit tricky.
A new _mesa_check_init_viewport() function is called in several places
to check if the viewport has been initialized. We also use a new
ctx->ViewportInitialized flag instead of the overloaded
ctx->FirstTimeCurrent flag.
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Prevents segmentation fault when trying to set the viewport/scissor
after a context/drawable visual mismatch.
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Add a new flag mvp_with_dp4 in the context, and use that to switch
both ffvertex.c and programopt.c vertex transformation code to
either DP4 or MUL/MAD implementations.
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Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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This function is called from many OS-dependent versions of MakeCurrent.
Move the check for multithreading to this central location to avoid
having to make this check from all the callers.
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A bit of refactoring with an eye toward ES2 and GL 3.1
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The core reference counting code is centralized in p_refcnt.h.
This has some consequences related to struct pipe_buffer:
* The screen member of struct pipe_buffer must be initialized, or
pipe_buffer_reference() will crash trying to destroy a buffer with reference
count 0. u_simple_screen takes care of this, but I may have missed some of
the drivers not using it.
* Except for rare exceptions deep in winsys code, buffers must always be
allocated via pipe_buffer_create() or via screen->*buffer_create() rather
than via winsys->*buffer_create().
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Use _mesa_malloc(), _mesa_free(), etc everywhere, not malloc(), free(), etc.
Still using CALLOC_STRUCT() at this point.
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Call it before freeing core Mesa state to avoid references to freed buffer objects.
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We want to use the pipe_buffer_* inlines everywhere, but a pipe context
is not always available nor is it needed.
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Examine the currently bound color buffer's format to see if there's a good
format/type match.
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needed
The default texture is used when the current fragment shader has texture
sample instructions but the user has not provided/bound a texture.
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the aux draw module
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Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
Another memory bug involving shaders yet to be fixed...
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This allows us to remove most of the direct references to winsys in the state tracker.
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Also, rearrange the st_destroy_context() code a bit to prevent some
invalid/NULL ptr derefs during tear-down.
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Move init of these items to new st_init_clear().
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The bitmap cache attempts to accumulate a series of glBitmap calls in a
buffer to effectively render a whole bunch of bitmaps at once.
The cache can be disabled, if needed, by setting UseBitmapCache=GL_FALSE.
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lines, points, etc.
Disable paths that would convert points/lines to tris as that upsets selection,
feedback, rastpos.
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Also, glBitmap now re-uses the vertex buffer to avoid frequent allocations/
deallocations. And, use u_simple_shaders utility code.
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This avoids the Mesa->TGSI translation step.
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Use the code in cso_context.c rather than st_cache.c.
Basically, binding of state objects now goes through the CSO module.
But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're
not cached by the CSO module at this time.
Also, update softpipe driver to handle NULL state objects in various places.
This happens during context destruction. May need to update other drivers...
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