Age | Commit message (Collapse) | Author |
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This lets us short-circuit when we're leaving the same cliprects in place,
which becomes quite common with metaops clears, and may be useful for some of
our FBO paths.
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Fixes bug 17800.
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Fixes glean pointSprite test w/ software rendering
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Fixes vtk crash and others.
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Without this, we would reject programs which sampled multiple times from
registers defined in the same phase (block of instructions with the same
texture indirection count), as each sample would count as a new phase
beginning. Instead, keep track of which phases registers were written in,
and only bump phase when we're reading from one generated in this phase.
On the other hand, we failed to count oC or oD texture samples as being new
phases.
Bug #17865.
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Move GL_ARB_texture_non_power_of_two and GL_ATI_separate_stencil
from the generic extension list to the 965-specific list. Neither
extension is supported on i830-class hardware, and
GL_ATI_separate_stencil is not supported on i915-class hardare.
GL_ARB_texture_non_power_of_two is supported on i915-class hardare and
is already in the i915-specific list.
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The ARB extension is a superset of the older SGIX extension. Any
hardware that can support the SGIX version can also support the ARB
version. In Mesa, any driver that supports one also supports the
other. This unification just simplifies some bits of code.
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See volume 4, SAMPLER_BORDER_COLOR_STATE programming notes.
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Fixes black borders around windows in compiz. Bug #17233.
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- Sort extensions by ARB, then EXT, then vendor by name
- Remove redundant (only one of GL_{ARB,EXT,NV}_texture_rectangle) or
duplicate extension strings
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The GL_OBJECT_TYPE_ARB query is handled directly in
_mesa_GetObjectParamterivARB because it is only supported in the
extension version of the shanding language API. glGetProgramiv and
glGetShaderiv should not accept this enum.
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Implementing _mesa_get_handle in using
glGetIntegerv(GL_CURRENT_PROGRAM, ...) allows glGetHandleARB to work.
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The GL_ARB_shader_objects spec says that glAttachShaderARB is supposed
to return GL_INVALID_OPERATION if a shader is attached to a program
where it is already attached. _mesa_attach_shader perviously returned
without error in this case.
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Signed-off-by: Shunichi Fuji <palglowr@gmail.com>
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Added an x86-64 CPUID function and use it to detect 3Dnow! If 3Dnow!
is available, use _mesa_3dnow_transform_points4_3d_no_rot,
_mesa_3dnow_transform_points4_perspective,
_mesa_3dnow_transform_points4_2d_no_rot, and _mesa_3dnow_transform_points4_2d.
This fixes long standing bug #8724.
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The i965 driver previously had it's own set of code to convert
fixed-function TNL state to a vertex program. Core Mesa has code to
do this, so there is no reason to duplicate that effort in the driver.
In fact, this duplication leads to bugs when other aspects of the Mesa
infrastructure change.
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Fixes failure with demos/fplight.c
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The VBO module may use a real VBO or a malloc'd buffer for vertex storage.
Be careful not to accidentally replace the later with the former when drawing.
Check if using a real VBO at destroy time to prevent a double-free.
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sampler variable redeclaration.
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Broken by 0adfd1021035e90995a25ec5f20b736e55075d92, showed up as an assertion
failure in a software fallback in the shadowtex demo when we failed to
recognize the texture format.
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(cherry picked from commit fce4612f8a29ee1798c9326a431a139d856c7a04)
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immediates/literals
(cherry picked from commit fdc8636bdc65deb0d95a62a51c8d9bca05bc6bb8)
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(cherry picked from commit 83fad68ec1989c719646a76f4cc5e0b3d23537ed)
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(cherry picked from commit 63be96bdc7e9f388a5c49295bd7e150462fd003a)
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Also use BufferData(NULL) to get fresh storage and avoid synchronous
operation where we would have to flush and wait for the fence after each
draw because of the map.
This will chew through a whole load of buffer space on small draws, so
it isn't a proper solution. Need to support a no-fence or append mapping
mode to do this right, or use user buffers.
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put into bufferobjects
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(cherry picked from commit 026e7731e549e0777c010348460fd48b3d75a843)
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(cherry picked from commit 8a369b909a6648ae7a5a0c2dcb972a2f96f99a80)
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(cherry picked from commit 7a6eba54d064cadf15f93df2c1748cf5e474ef03)
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Additional error checking.
Allow setting elements of uniform arrays. This involves encoding both
a uniform location and a parameter offset in the value returned by
glGetUniformLocation().
Limit glUniform[if]v()'s count to the size of the uniform array.
When setting bool-valued uniforms, convert all float/int values to 0 or 1.
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