Age | Commit message (Collapse) | Author |
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The clip thread could potentially deadlock when processing tristrips since
being moved back to dual-thread mode, as the two threads could each have 4 VUEs
referenced and not be able to allocate another one since SF processing
wasn't able to continue (needing 5 entries before it freed 2).
In constrained URB mode, similar deadlock could even have occurred with
polygons (so we cut back max_threads if we can't handle it any primitive type).
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It shouldn't offer anything new over what's in the docs (except for G4X notes),
but here it's all in one place.
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register indexing
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This ensures all batchbuffers have a same cliprect mode after calling
_intel_batchbuffer_flush even if there aren't invalid commands in the
current batch buffer. (fix bug#18362).
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Dots is re-used if more than one light is enabled. Previously
the negate flag of dots may affect next light.
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This fixes a lighting issue when drawing a bitmap.
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than the python generators
Specifically:
#include "glapitable.h" in src/mesa/main/glapi/dispatch.h
Call _mesa_bsearch() in src/mesa/main/enums.c.
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See bug 18445.
When getting array results, __glXReadReply() always reads a multiple of
four bytes. This can cause writing to invalid memory when 'n' is not a
multiple of four.
Special-case the glAreTexturesResident() functions now.
To fix the bug, we use a temporary buffer that's a multiple of four bytes
in length.
NOTE: this commit also reverts part of commit 919ec22ecf72aa163e1b97d8c7381002131ed32c
(glx/x11: Added some #ifdef GLX_DIRECT_RENDERING protection) which
directly edited the indirect.c file rather than the python generator!
I'm not repairing that issue at this time.
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This lets one specify initial values for uniforms in the code, avoiding
the need to call glUniform() in some cases.
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emitted yet though)
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Seems to fix a mysteriously missing build dependency.
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We may emit these instructions from GLSL instead of DP3/RCP/MUL.
Also, implement SSG (set sign) instruction in the interpreter.
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Trunc is a more accurate description; there's no type conversion involved.
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If an application never calls glUniform() to set sampler variable values
they'll remain 0 (the default value/unit).
Now call _mesa_update_shader_textures_used() at link time in case glUniform()
is never called. program->TextureUsed[] will then be correct for state
validation.
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Now i965 also uses the vertex program created by Mesa Core, but this vertex program
is not only depend on mesa state _NEW_PROGRAM, so always check the current vertex
program is updated or not. This fixes broken demo cubemap.
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OPCODE_NOISE4 coming later.
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cherry-picked subset of a77976d2ee578d0483c64f2aa41719bbae9c1c97
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Expressions like array[i] + array[j] didn't work properly before.
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The swizzle mask for such variables wasn't set up properly.
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This cuts one MOV out when setting a zero header.
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The mobile and desktop chipsets are the same, and having them separate is
more typing and more chances to screw up.
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Also, add a comment explaining what brw->urb.constrained tries to do.
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This fixes a function inlining bug involving vars declared inside loop bodies.
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Quoting section 11.3.10, paragraph 10.2 of the 965PRM:
10.2. If ExecSize is 1, dst.HorzStride must not be 0. Note that this is
relaxed from rule 10.1.2. Also note that this rule for destination
horizontal stride is different from that for source as stated in
rule #7.
GM45 gets very angry when rule 10.2 is violated.
Patch 58dc8b7 (i965: support destination horiz strides in align1 access mode)
added support for additional horizontal strides in the ExecSize 1 case, but
failed to notice that mesa occasionally re-purposes a register as a
temporary destination, even though it was constructed as a repeating source
with HorzStride = 0.
While, ideally, we should probably fix the code using these register
specifications, this patch simply rewrites them to use HorzStride 1 as the
pre-58dc8b7 code did.
Signed-off-by: Keith Packard <keithp@keithp.com>
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