Age | Commit message (Collapse) | Author |
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Add the MSAA samples array or make sure its contents are initialized.
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(cherry picked from commit f7d80aa00611917bc8ce637136d982b151b8f44f)
This also involved adding the new MSAA fields to driCreateConfigs().
Also, re-add prog_instructions->Sampler field for i965 driver. Will
have to revisit that.
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This contains the core mesa code but excludes things not needed for gallium
such as tnl/, swrast/, swrast_setup/, etc.
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Also, remove gallium-related things from configs/default. They're in
linux-gallium now.
So the default builds are the same as they have been for Mesa/master.
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Merge commit 'origin/gallium-0.2' into gallium-master-merge
Conflicts:
Makefile
docs/relnotes-7.4.html
docs/relnotes.html
src/mesa/drivers/dri/i965/brw_wm.h
src/mesa/main/imports.c
src/mesa/main/mtypes.h
src/mesa/main/texcompress.c
src/mesa/main/texenvprogram.c
src/mesa/main/version.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_save_draw.c
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_mesa_reference_renderbuffer()
_mesa_unreference_framebuffer() is deprecated since _mesa_reference_framebuffer(ptr, NULL)
can be used instead.
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If we had a vertex shader but no fragment shader (i.e. fixed function) we
didn't get the right enabled texture targets.
Fixes blank/white texture problem.
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Handle the case where there's no per-vertex texcoords but the fragment shader
needs texcoords.
Fixes piglit shaders/fp-generic/dph test.
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Fixes piglit shaders/fp-incomplete-tex test.
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Replaces the VERBOSE_GLSL, VERBOSE_GLSL_DUMP flags which only worked in debug
builds. MESA_GLSL will work both in debug and non-debug builds.
Also add facility to dump glUniform() calls to stdout.
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Enclose GPU code in comments to the file can be re-fed back into GLSL compiler.
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This reverts commit b2e779988eeb595187933fe2122d86f8ccfe059c.
I didn't mean to push this stuff yet. I'm having a bad git day...
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this path isn't enabled by default in any case.
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We were hitting the assertion when we ran out of registers, which can happen.
Also, add some additional assertions and freshen up some comments.
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The MI opcodes have different variable length masks, so use an operand
specific mask to decode the length.
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A couple of minor typos that proclaimed an error in the wrong command, and
failed to offset the mask.
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By selecting a 4444 texture format due to a bad test, we hit the
intel_update_wrapper error path, and despite the appearance of error handling
in it and its callers, the desired behavior (software fallback) doesn't occur.
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Too much commit -a while debugging.
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This lets swrast produce an fbconfig suitable for the root visual now that
the server's not allowing mismatched fbconfigs.
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Some apps won't run w/ indirect rendering contexts.
Also, consolidate some context-init code in new init_glx_context() function.
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this change disassociates, at least from the driver perspective,
the surface from buffer. surfaces are technically now views on the
textures so make it so by hiding the buffer in the internals of
textures.
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Only 15 actually worked before since we always reserved generic[0] as an
alias for vertex position.
The case of vertex attribute 0 is tricky. The spec says that there is no
aliasing between generic vertex attributes 0..MAX_VERTEX_ATTRIBS-1 and the
conventional attributes. But it also says that calls to glVertexAttrib(0, v)
are equivalent to glVertex(v). The distinction seems to be in glVertex-mode
versus vertex array mode.
So update the VBO code so that if the shader uses generic[0] but not gl_Vertex,
route the attribute data set with glVertex() to go to shader input generic[0].
No change needed for the glDrawArrays/Elements() path.
This is a potentially risky change so regressions are possible. All the usual
tests seem OK though.
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This info will be used in the linker for allocating generic vertex attribs.
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No real-world impact on performance seen. Even glxgears seems to be, if
anything, happier.
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Conflicts:
src/gallium/state_trackers/wgl/shared/stw_public.h
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This still leaves us with a broken depth 32 visual, but now it's the server's
visual setup that's at fault.
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