Age | Commit message (Collapse) | Author |
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Fixes assertion failures in fbo-alpha with a debug build of Mesa.
Bug #29781.
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See fd.o bug 29487.
NOTE: This is a candidate for the 7.8 branch.
Signed-off-by: Brian Paul <brianp@vmware.com>
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After all the recent color-index rendering removal,
_swrast_read_index_span is no longer used anywhere.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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After all the recent color-index rendering removal,
_swrast_write_index_span is no longer used anywhere.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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This may break the SUNOS4 build, but it's no longer relevant.
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This may break the SUNOS4 build, but it's no longer relevant.
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Fixes bug 26623. Original patch was submitted by Mathias Frohlich
and modified by Brian.
(cherry picked from commit 7c34c237a2f6732b2c013543523617e375c1f534)
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Reported by Karl Schultz.
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Conflicts:
src/gallium/auxiliary/draw/draw_context.c
src/gallium/auxiliary/draw/draw_pt_fetch_shade_pipeline.c
src/gallium/auxiliary/pipebuffer/Makefile
src/gallium/auxiliary/pipebuffer/SConscript
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/auxiliary/tgsi/tgsi_scan.c
src/gallium/drivers/i915/i915_surface.c
src/gallium/drivers/i915/i915_texture.c
src/gallium/drivers/llvmpipe/lp_setup.c
src/gallium/drivers/llvmpipe/lp_tex_sample_c.c
src/gallium/drivers/llvmpipe/lp_texture.c
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/gallium/state_trackers/xorg/xorg_dri2.c
src/gallium/winsys/drm/intel/gem/intel_drm_api.c
src/gallium/winsys/drm/nouveau/drm/nouveau_drm_api.c
src/gallium/winsys/drm/radeon/core/radeon_drm.c
src/gallium/winsys/drm/vmware/core/vmw_screen_dri.c
src/mesa/state_tracker/st_cb_clear.c
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We were calling this from the CI span function, but not the RGBA
span function.
I don't know of a test program for the GL_EXT_depth_bounds_test
extension...
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Conflicts:
configs/darwin
src/gallium/auxiliary/util/u_clear.h
src/gallium/state_trackers/xorg/xorg_exa_tgsi.c
src/mesa/drivers/dri/i965/brw_draw_upload.c
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When using multiple color drawbuffers with blending/logicop/masking we
were overwriting color values which we still needed.
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This is part of the GL_EXT_draw_buffers2 extension and part of GL 3.0.
The ctx->Color.ColorMask field is now a 2-D array. Until drivers are
modified to support per-buffer color masking, they can just look at
the 0th color mask.
The new _mesa_ColorMaskIndexed() function will be called by
glColorMaskIndexedEXT() or glColorMaski().
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ctx->Color.BlendEnabled is now a GLbitfield instead of a GLboolean to
indicate blend on/off status for each color/draw buffer.
This is infrastructure for GL_EXT_draw_buffers2 and OpenGL 3.x
New functions include _mesa_EnableIndexed(), _mesa_DisableIndexed(), and
_mesa_IsEnabledIndexed(). The enable function corresponds to
glEnableIndexedEXT() for GL_EXT_draw_buffers2 or glEnablei() for GL3.
Note that there's quite a few tests for ctx->Color.BlendEnabled != 0 in
drivers, etc. Those tests can remain as-is since the mask will be 0 or ~0
unless GL_EXT_draw_buffers2 is enabled.
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I'd written a testcase for the hard part of the extension enablement, so
naturally the easy stuff was completely broken. There are still issues,
as I'm seeing FLOAT_TO_UINT(max_f) == 0x0 when max_f == 1.0, but it gets
piglit depth-clamp-range closer to success.
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It merges FEATURE_ARB_occlusion_query and FEATURE_EXT_timer_query, and
follows the feature conventions.
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This currently doesn't include fixing up the cliptests in the assembly
paths to support ARB_depth_clamp, so enabling depth_clamp forces the C path.
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It's possible for mis-behaving vertex programs to produce vertex data
with very large/NaN values. This doesn't get handled reliably by the
clipper code so we may try to rasterize triangles that extend beyond
the viewport/window. Always clip spans to avoid invalid memory accesses
later.
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If a horizontal span of pixels was located at x < 0 we could sometimes
read/write outside of renderbuffer bounds.
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Fixes a regression from commit 76ac75af8e5481b498981c133836efa2101be2dc.
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Also, clean up the logic involved in choosing per-vertex vs. per-fragment
primary+secondary color addition.
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We weren't putting the right colors into the back buffer in this mode.
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The MAX-based function can produce values that are non-monotonic for a span
which causes glitches in texture filtering. The sqrt-based one avoids that.
This is perhaps slightly slower than before, but the difference
probably isn't noticable given we're doing software mipmap filtering.
Issue reported by Nir Radian <nirr@horizonsemi.com>
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Using _EnabledUnits was wrong because it included vertex texture units.
This change plus the prev commit fixes occasional failures of glean/glsl1
vertex texture test failure.
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This is another step toward removing a whole bunch of -I flags from
the cc commands. Still need to address driver code...
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Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
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point drawing function.
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These fields are no longer indexed by shader output. Now, we just have
a simple array of renderbuffer pointers.
If the shader writes to gl_FragData[i], send those colors to the N
_ColorDrawBuffers. Otherwise, replicate the single gl_FragColor (or
the fixed-function color) to the N _ColorDrawBuffers.
A few more changes and simplifications can follow from this...
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Contains the normalized fragment position within a point sprite.
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max depth buffer value on 64bit system. fix bug #12095
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were overwritten by interpolating attributes.
Now just set the span->arrayAttribs mask in glDraw/CopyPixels and be sure
we don't overwrite the values in interpolate_active_attribs().
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Need to turn off FRAG_BIT_COL0 in swrast->_ActiveAttribMask when doing
glRead/CopyPixels to prevent the user's colors from getting overwritten
when a fragment program is active.
This was happening in the DRI drivers when MaintainTexEnv program was
used (the texenv fragment program was enabled when _swrast_DrawPixels was
called).
This still isn't an ideal solution, but fixes things for now.
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Instead of separate fog/specular/texcoord/varying code, just treat all of
them as generic attributes. Simplifies the point/line/triangle functions.
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Occlusion query might depend on the shader killing/discarding fragments.
Helps fix depth peeling technique.
Also, minor tweaks in interpolate_wpos().
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