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For some IZ setups, we'd forget to account for the source depth register
being present, so we'd both read the wrong reg, and write output depth to
the wrong reg.
Bug #22603.
(cherry picked from commit f44916414ecd2b888c8a680d56b7467ccdff6886)
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Fixes piglit glsl-vs-if-bool and progs/glsl/twoside, and will likely be
useful for the looping code.
Bug #18992
(cherry picked from commit 78c022acd0b37bf8b32f04313d76255255e769c1)
(cherry picked from commit 63d7a2f53fb38e170f4e55f2b599e918edf2c512)
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(cherry picked from commit fd7d764514c540987549c3ea88a2d669b0f0ea58)
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Previously, we'd be branching based on whatever condition code happened to be
laying around.
(cherry picked from commit 7007f8b352763af89805f287153cb7972bff0523)
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Bug #20821
(cherry picked from commit 191e028de20b2f954621b652aa77b06d0e93652a)
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This avoids sending a bad buffer address to the GPU due to programmer error,
and is permitted by the ARB_vbo spec. Note that we still have the opportunity
to dereference past the end of the GPU, because we aren't clipping to a
correct _MaxElement, but that appears to be harder than it should be. This
gets us the 90% solution.
Bug #19911.
(cherry picked from commit d7430d942f6c7950a92367aeb13b80cf76ccad78)
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See comment on Vertex URB Entry Read Length for VS_STATE.
This, combined with the previous three commits, fixes #22945.
(cherry picked from commit e340d4f9866db4bae391288e83a630a310b0dd2b)
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This fix is just from code and docs inspection, but it may fix hangs on
some applications.
(cherry picked from commit e93848e595176ae0bad3bfe64e0ca63fd089bb72)
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It appears that sometimes Mesa (and I suppose a VS could as well) emits
a program which references no vertex data, and thus we end up with
nr_enabled == 0 even though some VBs are enabled. We'd end up emitting
VB/VE packet headers of 0xffffffff in that case, leading to GPU hangs.
Bug #22945 (wine with an uncompiled VS)
(cherry picked from commit d1fbfd0f962347e4153db3852292d44de5aea863)
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The code duplication bothered me.
(cherry picked from commit 9b9cb30d128fc5f1ba77287696ecd508e640efde)
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It's the last addressable byte, not the byte after the end of the buffer.
(cherry picked from commit b72dea5441e8e9226dabf1826fa3bc129c7bc281)
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(cherry picked from commit 840c09fc71542fdfc71edd2a2802925d467567bb)
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If the renderbuffer orientation is Y=0=TOP we need to invert the dstY
position.
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State tracker currently backs GL_RGB textures with RGBA almost always.
This means we need to maintain A==1 in these textures to give correct GL_RGB
sampling results.
This change offloads the RGBA->RGB copy to hardware using the new writemask
version of u_blit_pixels.
More src/dstLogical/dstActual triples could be shifted to hardware by
this technique in future patches.
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This fixes a conform selection/feedback regression introduced by commit
8f4d66c5f893b49eb3973aa3b31a856314c045c7
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If the fragment program uses KIL, we have to execute it before z/stencil
testing. Otherwise, deferred texture/shading lets us skip shading for
pixels that fail z/stencil testing.
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We need to clamp/saturate after each texenv stage, not just the last one.
Fixes glean texEnv failure for softpipe (and probably other fragment program-
based drivers).
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When cross compiling on a 64bit machine, gen_matypes.c is build
for the host machine (64bit) but must generates code for the target
machine (32bit). This causes wrong offsets all over the place and
crashes googleearth on my machine. Solution is to add -m32 when
cross compiling.
Attached patch is compatible with linux-x86-32 and autoconf based
builds.
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See bug 16866.
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Need to add the 'offset' parameter when indexing the parameter array.
Before, if we were setting arrays of samplers, we were actually only
setting the 0th sampler's value.
Because of how progs/glsl/samplers.c is constructed, this wasn't showing
up as a failure in the samplers_array output.
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If a fragment program only parameter was queried of a vertex program
(e.g., GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB) no error would be set and
a random value would be returned. This caused 'glxinfo -l' to show
the same values for GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB,
GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB, GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB,
GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB,
GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB,
GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB as for
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB. This is confusing and incorrect.
(cherry picked from master, commit 4bccd693a72a0b42dffc849034263a68e779ca91)
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Fixes bug 23489.
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When adding a new bitmap to the cache we have to check if the Z value is
changing and flush first if it is.
This is a modified version of a patch from Justin Dou <justin.dou@intel.com>
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Fixes piglit fp-fog failure with gallium.
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Conditionalize MAX_WIDTH / MAX_HEIGHT defines so that users can
set them via CFLAGS.
(cherry picked from master, commit 66bc17e80e22d8f205cc02171b1c266feab6631f)
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Put the assertions after the error checks.
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We were passing the address of a float to functions that would deref the
pointer as an array.
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Allocate dlist images after error checking.
Record GL_OUT_OF_MEMORY when we can't make a copy of an image.
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This fixes crash in r200 KMS driver when pSAREA was set to 1 randomly because of memory wasn't cleared.
Signed-off-by: Pauli Nieminen <suokkos@gmail.com>
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We now handle the case of blitting Z+stencil to/from combined Z/stencil
surfaces. But Z-only or stencil-only and separate depth/stencil surfaces
are not yet implemented.
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If glBlitFramebuffer() is called with GL_DEPTH_BUFFER_BIT or
GL_STENCIL_BUFFER_BIT and the src/dst depth/stencil buffers are absent,
report an error.
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Need to check for Y inversion separately for src/dest buffers.
If both the src and dest regions are upside down, make them right-side
up for a better chance at a fast path.
progs/tests/copypixrate -blit is much faster now.
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The comment disagreed with the code, and nicely drew my eyes to what was
going wrong.
Bug #21774 (blender)
Bug #21788 (readpix)
(cherry picked from master, commit fd65418f600874b05f902b622078b40bc1abb24a)
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This fixes jerkiness in doom3 and other apps since the kernel change to
throttle less absurdly, which led to a thundering herd of frames.
Because this is a rather minimal fix, there is at least one downside: If
the whole scene completes in one batchbuffer, we'll end up stalling the GPU.
Thanks to Michel Dänzer for suggesting using glFlush to signal frame end
instead of going to all the effort of adding a new DRI2 extension.
(cherry picked from master, commit 0828579a658af01a64b5e699175dc9bbbedcd685)
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(cherry picked from master, commit a9ba1bfeb3a2852c6eda718e73c46c972a286648)
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(cherry picked from master, commit 40990d9dfb20b69585859b2a45596aa46c20140a)
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Funny thing is I annotated this dependency in
e5f63c403b767f9974e8eb5d412c012b8a69287f, but didn't actually use it.
(cherry picked from master, commit 03187571b63d97e3d1406d329c5e760e16ef3181)
Conflicts:
src/mesa/main/state.c
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