| Age | Commit message (Collapse) | Author |
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Make sure the struct pipe_fence_handle* we point st_flush() to is initialized
to NULL, so winsys->fence_reference() doesn't try to unreference a random
struct pipe_fence_handle* pointer.
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"Off" bits get stored as texel=0xff and "on" bits get stored as texel=0x0.
Then use KIL -tmp to kill the off bits and keep the on bits.
This shortens the fragment program by two instructions.
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Add DRI2 direct rendering support to libGL and add DRI2 client side
protocol code. Extend the GLX 1.3 create drawable functions in
glx_pbuffer.c to call into the DRI driver when possible.
Introduce __DRIconfig, opaque struct that represents a DRI driver
configuration. Get's rid of the open coded __GLcontextModes in the
DRI driver interface and the context modes create and destroy
functions that the loader was requires to provide. glcore.h is no
longer part of the DRI driver interface. The DRI config is GL binding
agnostic, that is, not specific to GLX, EGL or other bindings.
The core API is now also an extension, and the driver exports a list
of extensions as the symbol __driDriverExtensions, which the loader
must dlsym() for. The list of extension will always include the DRI
core extension, which allows creating and manipulating DRI screens,
drawables and contexts. The DRI legacy extension, when available,
provides alternative entry points for creating the DRI objects that
work with the XF86DRI infrastructure.
Change DRI2 client code to not use drm drawables or contexts. We
never used drm_drawable_t's and the only use for drm_context_t was as
a unique identifier when taking the lock. We now just allocate a
unique lock ID out of the DRILock sarea block. Once we get rid of the
lock entirely, we can drop this hack.
Change the interface between dri_util.c and the drivers, so that the
drivers now export the DriverAPI struct as driDriverAPI instead of the
InitScreen entry point. This lets us avoid dlsym()'ing for the DRI2
init screen function to see if DRI2 is supported by the driver.
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The glBitmap vertex shader is a no-op, but we still have to specify it in
order to convey the number of inputs/outputs.
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Bitmaps can extend beyond window edges so we need to clip.
Also, move some state atom vars to st_context to be a bit more efficient.
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shader/shader program objects to avoid memory access error.
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Not convenient and almost not used at all. Better replacements in p_debug.h
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This reverts commit 3ffd11f71d021f672b9bc15b3c39c155a0e2fecb.
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This bug was introduced by commit 978145a075255ae153ee05c2a037400e61558079.
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signed/unsigned arithmetic problem
Negative values became very large uints.
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_NEW_PACKUNPACK state
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The bitmap cache attempts to accumulate a series of glBitmap calls in a
buffer to effectively render a whole bunch of bitmaps at once.
The cache can be disabled, if needed, by setting UseBitmapCache=GL_FALSE.
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Use same code for choosing texture format and renderbuffer format.
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The later follows the naming scheme of other limits.
Keep the old definition until all possible usage is updated.
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vertex/fragment programs
cherry-picked from master
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vertex/fragment programs
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This makes things easier on the back-end when generating GPU code.
cherry-picked from gallium-0.1
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cherry-picked from gallium-0.1
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cherry-picked from master
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cherry-picked from master
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cherry-picked from master
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cherry-picked from master
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Replace *(*inst++) with *(*inst)++ in a few places.
Cherry-picked from master.
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It was flagging a last_bo update even when last_bo didn't change, but
another part was failing to update last_bo when it should have.
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Failure to consistently do so resulted in mismatched aligned versus
unaligned alloc/free.
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This patch is a variant of a submission by Michal Wajdeczko to fix
oglconform fpalu failures.
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While OPCODE_SWZ has usually been optimized away in pass0, it may still
exist if a SWZ with dst saturate was emitted in pass_fp. Fixes an error
in oglconform fpalu.c.
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The cell driver still uses an internal CELL_FLUSH_WAIT flag, in the long run
proper fencing should be implemented for it.
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