Age | Commit message (Collapse) | Author |
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clearing buffer
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previously did.
Basically, in update_framebuffer() (which should be called after an FBO is bound
with MakeCurrent or BindFramebuffer) we check if the FBO is a window-system FBO.
If it is, update the FBO's GL_READ/DRAW_BUFFER state according to the context state.
Old code still in place but disabled with #if 0 / #endif.
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Simplification in colortab.c too.
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Not doing this could cause the buffers to leak under some circumstances.
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to implement GL_CLAMP
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Irrelevant, since we depend on working context switching now.
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Free FBOs before textures since the later may be referenced by the former.
Need to bind the context we're destroying if there isn't a current context
so that ctx->DeleteTexture() etc can be used.
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Just always align texture pitch to multiples of 64 bytes for now, pending a
more sophisticated scheme to do it only when really necessary.
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Use new _mesa_reference_texobj() function for referencing/unreferencing
textures. Add new assertions/tests to try to detect invalid usage of
deleted textures.
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projtex_mask is only an 8bit field, and wm.input_size_masks includes
other attributes' information, therefore right shift is needed.
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compressed texture
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Pull apart some key packets into individual fields and print sanely.
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which make small textures(4x4,2x2,1x1) work well.
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I missed this in the original migration.
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Finally let DRI build for nouveau.
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Also added an assertion to check that NR_MAT_ATTRIBS == MAT_ATTRIB_MAX.
In the unlikely event this ever changes, maybe restore the code.
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