Age | Commit message (Collapse) | Author |
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otherwise we decrement indexes for all registers
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Also fix one case where a 32 bit depth value was incorrectly converted to a
combined depth/stencil value.
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Fixes potential crash when SwapBuffers is called but there's no back buffer.
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fix the cases when fog coord/front face/point coord are used in the same
shader.
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mesa allocates both frontface and pointcoord registers within the fog
coordinate register, by using swizzling. to make it cleaner and easier
for drivers we want each of them in its own register. so when doing
compilation from the mesa IR to tgsi allocate new registers for both
and add new semantics to the respective declarations.
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As prescribed by ARB_map_buffer_range.
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Fixes leak running compiz with direct rendering.
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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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Before, if a vertex shader's outputs didn't exactly match a fragment
shader's inputs we could wind up with invalid TGSI shader declarations.
For example:
Before patch:
DCL OUT[0], POSITION
DCL OUT[1], COLOR[1]
DCL OUT[2], GENERIC[0]
DCL OUT[3], GENERIC[0] <- note duplicate [0]
DCL OUT[4], GENERIC[2]
After patch:
DCL OUT[0], POSITION
DCL OUT[1], COLOR[1]
DCL OUT[2], GENERIC[0]
DCL OUT[3], GENERIC[1]
DCL OUT[4], GENERIC[2]
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touching the depth component.
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Actually, after spotting this problem, I realized this is unreachable
code. However don't bother to enable this fast path now, given the normal
path is working just fine.
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Reversed component order.
This fixes glean depthStencil test failures for PIPE_FORMAT_Z24S8_UNORM
visuals.
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The existing implementation was already implemented on software, but relied
on the pipe driver to always support the R16G16B16A16_SNORM format. This
patch eliminates that, without prejudice against a future hardware-only
implementation.
It also avoids some of the short <-> float conversions, and only does a read
transfer of the color buffer on GL_RETURN if absolutely necessary.
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In st_bufferobj_map_range(), set obj->Offset consistently with its
usage elsewhere.
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It's legal for ARB_vertex_program programs to not write to result.position.
The results are undefined in that case. This assertion was causing us to
abort/exit though.
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The recent increase ST_MAX_SHADER_TOKENS to 8K causes stack overflows on
windows.
Failure to allocate is not being propagated to the caller. This is not
a regression since the previous _mesa_malloc result wasn't being
checked as well. Unfortunately it is not easy to fix, as the callers of
these functions do not have failure propagation mechanism either, and
so on. So leaving a just fixme note for now.
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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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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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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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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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