Age | Commit message (Collapse) | Author |
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NOTE: This is a candidate for the 7.8 stable branch
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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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Add explicit casts, fix constant types, fix variable types.
Fixes about 340 warnings in MSFT Visual Studio.
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If the tnl output attributes matches the swsetup input attributes we still
need to check if the desired vertex color type (float vs. chan) has changed
so that we use the right emit functions.
Fixes a conformance failure found with logicop test at pathlevel 3.
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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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Also, check if we're in RGB vs. CI mode. This fixes a problem with
incorrect rendering color seen with the redbook/polys demo.
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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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point size.
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Fragment texcoords and varying code is now unified in the point/line/triangle
rasterization code. In the future, merge color, fog, etc. attribs.
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Update a lot of loops, conditionals to use the _TNL_FIRST/LAST_* values
instead of specific vertex attributes.
Remove the EdgeFlagv function from the GLvertexformat struct.
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- use macros to access and modify render inputs bit-field;
- un-alias generic vertex attributes for ARB vertex calls;
- use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS
(ARB code) in place of VERT_ATTRIB_MAX;
- define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex
attributes for ARB_vertex_shader;
- fix generic attribute index range check in arbprogparse.c;
- interface GLSL varyings between vertex and fragment shader;
- use 64-bit optimised bitset (bitset.h) for render inputs;
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- cope with input vectors with size less than that of the emitted
attribute.
- cope with vertices with 'holes' inside and between vertices.
Fix calculation of tnl->render_inputs to work with fp programs.
Mirror VB->PointSizePtr in VB->AttribPtr so that it can work with t_vertex.c.
Transition swrast_setup/ to use t_vertex.c to build swrast vertices.
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Only glDrawArrays() done so far.
Simplified glVertex/Color/etcPointer functions.
Misc casts added here and there.
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1. Remove all.h and PC_HEADER junk.
2. Rolled mem.c and mem.h into imports.c and imports.h
3. Include imports.h instead of mem.h
Restore _mesa_create/initialize_context() to be like they were in 4.0.4
New wrappers for a few std C functions: _mesa_atoi(), _mesa_strstr(), etc.
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minor adjustments in the dri drivers for twosided lighting to work again.
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clear that these are owned by t_vb_render.c.
Make swrast_setup opaque - it now hooks itself directly into
tnl->Driver.Render.*. Add a _swsetup_Wakeup() call that does this.
Update X11 (tested), osmesa and FX drivers for this change.
FX compiles but is probably broken as the changes there are large. It was the
only remaining driver that used the internal _swsetup_ functions for
interp and copy_pv. This usage has been replaced with code from the DRI
tdfx driver.
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of potential problems
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texturing is not enabled, and without requiring the two colors be
added externally.
As a part of this, collapsed the decomposition of quads into triangles
inside swrast to be hardwired into _swrast_Quad; removed s_quads.[ch].
Removed checks on texture state from t_vb_light.c, which was previously
required by swrast.
Moved the t_dd_ templates to a new directory.
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Remove redundant 'update_materials' stage.
Fix conform segfault with seperate specular colors in mustpass.c. These
tests still fail, however.
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functions from core mesa -- if drivers need these fallbacks they
must now call them themselves.
Introduced hooks for clip-vertex-interpolation and the rendering
of clipped lines and polygons. Allows drivers to interpolate
their hardware-format vertices directly. Used in dri drivers to
replace fastpath code.
Slight optimizations to pipeline build/run routines.
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that used to require a 'ReducedPrimitiveChange' callback.
Various compilation fixes for XFree86.
Reverted to the older version of glcore.h used internally in XFree86, and
moved it to 'Mesa/include/GL/internal/glcore.h', for compatibility with
XFree86.
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is always the last vertex parameter.
Modify clipping to preserve pv colors.
Modify swrast and X11 driver to expect the pv in the last vertex
(was looking in the first vertex previously).
Remove all handling of flatshading from swrast_setup.
Allow drivers to override the unclipped render tabs in tnl_render_stage
directly. (Like in 3.4). Removed fxsimplerender stage.
Modified t_vb_rendertmp.h to remove the need for 'parity' arguments
in RENDER_TRI macros.
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New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
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math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
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