Age | Commit message (Collapse) | Author |
|
Two parts to this:
One we don't keep pointers to possibly freed memory anymore once we unbind the
drawables from the context. Brian I need to figure out what the comment
you made there, can we get a glean/piglit test so we can fix it properly?
If the new gc is the same as the oldGC, we call the unbind even though
we just bound it in that function. doh.
|
|
|
|
Conflicts:
src/mesa/main/api_validate.c
|
|
For the TXP instruction we check if the texcoord is really a 4-component
atttibute which requires the divide by W step. This check involved the
projtex_mask field. However, the projtex_mask field was being miscalculated
because of some confusion between vertex program outputs and fragment
program inputs.
1. Rework the size_masks calculation so we correctly set bits corresponding
to fragment program input attributes.
2. Rename projtex_mask to proj_attrib_mask since we're interested in more
than just texcoords (generic varying vars too).
3. Simply the indexing of the size_masks and proj_attrib_mask fields.
4. The tracker::active[] array was mis-dimensioned. Use MAX_PROGRAM_TEMPS
instead of a magic number.
5. Update comments, add new assertions.
With these changes the Lightsmark demo/benchmark renders correctly, until
we eventually hit a GPU lockup...
|
|
glsl compiler will not generate OPCODE_SWZ, and as a first step it would
be translated away to a MOV anyway (why?), but later internally this opcode is
generated (for EXT_texture_swizzling).
|
|
A 0 by 0 viewport size is legal. Don't clamp against lower bound of one.
The error checking earlier in the function prevents negative values.
|
|
The results were incorrect for some negative values of A.
See bug 21872.
|
|
Conflicts:
docs/relnotes-7.6.html
src/mesa/main/mtypes.h
|
|
Fixes memory leak when destroying framebuffers.
|
|
|
|
|
|
|
|
|
|
Reverts part of commit d7ea9ddf5824556e47decac7ba200f37cf1e552f.
We were calling _mesa_reference_buffer_object() on some heap-allocated
memory that was uninitialized and could trigger an assertion.
We can actually go back to "looser" ref counting of the Null/default
buffer object in these cases.
|
|
|
|
|
|
|
|
...rather than with linear interpolation. Modern hardware should use
perspective-corrected interpolation for colors (as for texcoords).
glHint(GL_PERSPECTIVE_CORRECTION_HINT, mode) can be used to get
linear interpolation if mode = GL_FASTEST.
|
|
Refcounting of the null/default buffer object isn't perfect yet so be
extra safe.
|
|
|
|
|
|
Tested with glean/texture_srgb and wine/d3d9 tests on RV535
|
|
This is handled entirely in core Mesa where the combiner state is converted
into a fragment program.
|
|
|
|
|
|
|
|
|
|
use the actual value set in the context
|
|
|
|
If GL context had e.g. tex0, tex2 and fog the VAPOutputCntl1 returned 0x104 instead of 0x124 - that meaned we're sending only 8 texcoords (instead of 12) which ended up in GPU hang.
|
|
We shouldn't use i variable for SWTCL_OVM_TEX because textures doesn't have to be enabled in "packed" order.
We could have tex1,tex3 and fog which would receive 7,9,8 OVM locations instead of 6,7,8.
|
|
|
|
|
|
RS_COL_FMT field is part of RS_IP_* reg not RS_INST_*
|
|
- when rewriting per component negate swizzle, first instruction should get not negated source
- KIL instruction ignores swizzles
TODO:
- tex instructions does not support saturation
- tex instructions cannot read from consant memory
|
|
|
|
Sending from VAP more texture coordinates than RS expects results in GPU hang.
Fixes BumpSelfShadow from DirectX8 SDK.
|
|
If the vertex program didn't write position attribute, the position invariant function would add necessary instructions, but the vertex position would be overwritten by artificial outputs insts added to satisfy fragment program requirements.
Fixes "whole screen is gray" problem for HW TCL path in sauerbraten when shaders are enabled, and whole slew of wine d3d9 tests.
|
|
|
|
|
|
If the vertex program wrote secondary color without primary color, the secondary color output register index would be 0 which resulted in overwriting vertex position in some cases.
|
|
|
|
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]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This was sometimes seen when Glean exited upon test failure when using
Gallium.
|