Age | Commit message (Collapse) | Author |
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Conflicts:
src/mesa/main/context.c
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Need a flush here even though the original finish was overkill.
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Need to take the draw buffer's up/down orientation into consideration
when setting the sprite_coord_mode field.
Fixes inverted sprites when drawing into an FBO.
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Prevents segmentation fault when trying to set the viewport/scissor
after a context/drawable visual mismatch.
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Fixes segfault in glRasterPos()
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Conflicts:
Makefile
src/mesa/main/version.h
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The stride needs to be in texels, not bytes.
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We were passing a GL texture target instead of a pipe_texture_target enum.
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Conflicts:
Makefile
src/mesa/main/version.h
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The src/dest x,y, and w,h arguments of the pipe->surface_copy
function are unsigned and the drivers aren't expecting negative
(or extremly-large unsigned) values as inputs. Trim the requests
at the state-tracker level before passing down.
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Rendering should already have been flushed, any synchronization will
be done by the driver or memory manager.
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Previously only non-indexed or indicies-in-a-vbo cases were handled in
this code. This change adds the missing regular indices-in-memory
case.
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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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The src/dest x,y, and w,h arguments of the pipe->surface_copy
function are unsigned and the drivers aren't expecting negative
(or extremly-large unsigned) values as inputs. Trim the requests
at the state-tracker level before passing down.
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Rendering should already have been flushed, any synchronization will
be done by the driver or memory manager.
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Previously only non-indexed or indicies-in-a-vbo cases were handled in
this code. This change adds the missing regular indices-in-memory
case.
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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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Previously we created the pipe_surface during framebuffer validation.
But if we did a glCopyTex[Sub]Image() before anything else we wouldn't yet
have the surface. This fixes that.
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Furthermore, return pointer(s) to the front color buffer(s).
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When we create a new front color buffer (user called glDrawBuffer(GL_FRONT))
initialize it to the contents of the back buffer. Any previous call to
SwapBuffers() would have done that in effect, so make it reality.
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Indicates whether there's defined image contents, or garbage/don't care.
This is set when we draw into a renderbuffer and cleared when we resize/
reallocate a renderbuffer or do a buffer swap (back buffer becomes undefined).
We use this to determine whether the front color buffer has been drawn to,
and whether to display its contents upon glFlush/Finish(), when the new
st_swapbuffers() function is used.
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The pointers to the front/back renderbuffers are exchanged.
This new function isn't actually used yet...
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Before we always created the front color buffer, even if was never used.
This can save some memory.
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Already doing this for driver.flush()
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It seems quake4 can hit these attributes sometimes.
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Proper fix for this hasn't been identified, but avoid crashing.
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Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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We were incorrectly applying the destination texture face and level
when requesting a transfer to the temporary texture, which has only
one face and level. This would obviously cause problems uploading to
compressed cube and mipmap textures.
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This is a follow-on to commit c1a3b852807fb160f0cd246c1364b7336b4b947e.
Note that (at this time) wherever _NEW_PROGRAM_CONSTANTS is set we're still
setting _NEW_PROGRAM so this won't really make any difference (for now).
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Lost in commit e50dd26ca6d0eb0d0f97c2780020ea16e3d4a687.
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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When a new program is bound but no constants are updated we still need
to update the Gallium const buffer.
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We can simplify this now that we no longer have any dynamic atoms.
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Just use the new _NEW_PROGRAM_CONSTANTS flag instead.
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This needs a proper fix to propogate the out-of-memory condition back
up to Mesa and the app as a GL error. Until then, at least catch the
problem at its source.
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