Age | Commit message (Collapse) | Author |
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This requires upgrading the interface so that the argument to
glXBindTexImageEXT isn't just dropped on the floor. Note that this only
fixes the accelerated path on Intel, as Mesa's texture format support is
missing x8r8g8b8 support (right now, GL_RGB textures get uploaded as a8r8gb8,
but in this case we're not doing the upload so we can't really work around it
that way).
Fixes bugs with compositors trying to use shaders that use alpha channels, on
windows without a valid alpha channel. Bug #19910 and likely others as well.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Initialize the shader's pragma settings before calling the compiler.
Added pragma "Ignore" fields to allow overriding the #pragma directives found
in shader source code.
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BTW, the debug pragma syntax is "#pragma debug(on)"
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result.
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It turns out some tests are sensitive to rounding vs. truncating when
converting float color values to integers in glReadPixels(). In particular,
this matters when the destination format is 5/6/5 or 4/4/4/4, etc.
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wasn't good enough for deeply nested if's.
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This reverts commit 752296b8f311c5e3844f3ce89d17ba57224ce5ba.
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trying to unroll, bail, and fallback to doing the real loop.
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This function is called from many OS-dependent versions of MakeCurrent.
Move the check for multithreading to this central location to avoid
having to make this check from all the callers.
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Fixes progs/tests/tri-fbo-tex-mip.c
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The xlib build was using the system's Xlib headers or bombing if they
weren't available.
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The MAX-based function can produce values that are non-monotonic for a span
which causes glitches in texture filtering. The sqrt-based one avoids that.
This is perhaps slightly slower than before, but the difference
probably isn't noticable given we're doing software mipmap filtering.
Issue reported by Nir Radian <nirr@horizonsemi.com>
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Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com>
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The draw module provides a similar interface to the driver which
is retained as various bits of hardware may be able to take on
incremental parts of the vertex pipeline. However, there's no
need to advertise all this complexity to the state tracker.
There are basically two modes now - normal and passthrough/screen-coords.
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Any driver who needs a copy of the shader tokens must organize to
do so itself. This has been the case for a long time, but there
was still defensive code in the state tracker, which is now removed.
Any bugs resulting from this need to be fixed in the offending driver...
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Not sure if this indicates a problem elsewhere, but without this check
trivial/tri-fbo.c segfaults on resize. With the patch, it renders
correctly.
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It is not the state tracker's responsibilty to inject sleeps and
pessimize performance in the hope of avoiding buffer synchronization
issues in buggy drivers.
Calling finish() here will just hide problems that need to be fixed
elsewhere.
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Haven't seen failures yet, but if/when there are, more investigation will
be done.
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I should have gotten most uses and implementation
correctly fixed, but things might break.
Feel free to blame me.
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This gets hit when glTexSubImage2D() is called with format==GL_DU8DV8_ATI.
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If GL_AUX[123] are passed to glRead/DrawBuffer() when those buffers don't
exist, need to generate GL_INVALID_OPERATION, not GL_INVALID_ENUM.
This regression came from commit 555f0a88182e2b1af809b2d97abdac02814a2f28
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The polygon stipple pattern, like the viewport and the
polygon face orientation, must be inverted on the i965
when rendering to a FBO (which itself has an inverted pixel
coordinate system compared to raw Mesa).
In addition, the polygon stipple offset, which orients
the stipple to the window system, disappears when rendering
to an FBO (because the window system offset doesn't apply,
and there's no associated FBO offset).
With these fixes, the conform triangle and polygon stipple
tests pass when rendering to texture.
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