Age | Commit message (Collapse) | Author |
|
Also fix one case where a 32 bit depth value was incorrectly converted to a
combined depth/stencil value.
|
|
Such visuals are subject to automatic compositing in the X server, so DRI1
can't render to them properly.
|
|
Fixes potential crash when SwapBuffers is called but there's no back buffer.
|
|
fix the cases when fog coord/front face/point coord are used in the same
shader.
|
|
Ensure no other thread is accessing a framebuffer when it is being destroyed by
acquiring both the global and per-framebuffer mutexes. Normal access only
needs the global lock to walk the linked list and acquire the per-framebuffer
mutex.
|
|
Fixes wglthreads -- the 2nd thread MakeCurrent call was trying to flush
the first thread context while still in use.
|
|
According to
http://blogs.msdn.com/oldnewthing/archive/2008/01/15/7113860.aspx
WM_SIZE is generated from WM_WINDOWPOSCHANGED by DefWindowProc so it
can be masked out by the application.
Also there were some weird bogus WM_SIZE 0x0 messages when starting
sharedtex_mt which we don't get like this.
|
|
the driver used to overwrite grf0 then use implicit move by send instruction
to move contents of grf0 to mrf1. However, we must not overwrite grf0 since
it's still used later for fb write.
Instead, do the move directly do mrf1 (we could use implicit move from another
grf reg to mrf1 but since we need a mov to encode the data anyway it doesn't
seem to make sense).
I think the dp_READ/WRITE_16 functions may suffer from the same issue.
While here also remove unnecessary msg_reg_nr parameter from the dataport
functions since always message register 1 is used.
|
|
Thanks to branching, the state of c->current_const[i].index at the point
of emitting constant loads for this instruction may not match the actual
constant currently loaded in the reg at runtime. Fixes a regression in my
GLSL program for idr's class since b58b3a786aa38dcc9d72144c2cc691151e46e3d5.
|
|
Fixes assertion failure when binding depth/stencil texture to FBO stencil
attachment.
|
|
gl_NormalMatrix is the inverse transpose of the modelview matrix, but
as every matrix here needs to be transposed, we end up with
{MODELVIEW_MATRIX, INVERSE}.
|
|
This is a tweak to a previous fix -- it's not necessary to actually
advertise this extension to prevent these games from crashing -- they
ignore the extension string anyway. It's sufficient to just have
GetProcAddress return some dummy function addresses for SwapInterval.
Given we don't really implement this funcitonality, this is a better
fix.
|
|
Some applications create several HDCs for the same window, so spite the WGL
API is geared towards HDCs it is not reliable searching by HDC.
|
|
|
|
Fix compile breakage on Linux.
|
|
Propogate changes to enums.c back up to the python source.
|
|
Conflicts:
progs/trivial/Makefile
Pull in a minimal version of statechange shortcircuiting in display
list compilation. This affects only glMaterial and glShadeModel state,
and includes quite a few tests to exercise various tricky cases.
If this goes well, will consider extending to all state in the future.
|
|
With recent changes to support frontfacing in glsl, it is necessary
to ensure that the UsesFogFragCoord value is accurate in all shaders.
We were previously not setting it for fixed-function and ARB_fs shaders.
|
|
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
|
|
Only short-circuit material call if *all* statechanges from this call
are cached. Some material calls (eg with FRONT_AND_BACK) change more
than one piece of state -- need to check all of them before returning.
Also, Material calls are legal inside begin/end pairs, so don't need
to be as careful about begin/end state as with regular statechanges
(like ShadeModel) when caching. Take advantage of this and do better
caching.
|
|
Statechanges which occur before the first End in a display list may
not be replayed when the list is called, in particular if it is called
from within a begin/end pair.
Recognize vulnerable statechanges and do not use them to fill in the
state cache.
|
|
When compiling a display list containing a CallList, it is necessary to
invalidate any assumption about the GL state after the recursive call
completes.
|
|
Need this to pick up fixes for per-vertex materials.
|
|
|
|
|
|
|
|
Varying material inputs were not being picked up from the same slots
where the VBO code is currently placing them (GENERIC0 and above).
Most often they were just being ignored.
|
|
Signed-off-by: Arthur HUILLET <arthur.huillet@free.fr>
|
|
Swrast was missing a free for the culmination of driConcatConfigs.
Use free(), not _mesa_free() since we shouldn't be calling any Mesa
functions from the GLX code. driConcatConfigs() should probably use
regular malloc/free to be consistant but the Mesa functions just wrap
the libc functions anyway.
|
|
|
|
As prescribed by ARB_map_buffer_range.
|
|
buffer_flush_mapped_range.
|
|
buffer_flush_mapped_range.
When a buffer was mapped for write and no explicit flush range was provided
the existing semantics were that the whole buffer would be flushed, mostly
for backwards compatability with non map-buffer-range aware code.
However if the buffer was mapped/unmapped with nothing really written --
something that often happens with the vbo -- we were unnecessarily assuming
that the whole buffer was written.
The new PIPE_BUFFER_USAGE_FLUSH_EXPLICIT flag (based from ARB_map_buffer_range
's GL_MAP_FLUSH_EXPLICIT_BIT flag) allows to clearly distinguish the
legacy usage from the nothing written usage.
|
|
|
|
|
|
According to http://unixwiz.net/techtips/outputdebugstring.html that's
how big the buffer is.
The 512bytes limitation is in kernel mode.
|
|
|
|
Required as some applications
retrieve and call these functions regardless of the fact that we
don't advertise the extension and further more the results of
wglGetProcAddress are NULL.
|
|
mesa allocates both frontface and pointcoord registers within the fog
coordinate register, by using swizzling. to make it cleaner and easier
for drivers we want each of them in its own register. so when doing
compilation from the mesa IR to tgsi allocate new registers for both
and add new semantics to the respective declarations.
|
|
Do linear search only if prefix matches.
|
|
Failure to set the obj->Pointer back to null tripped up the assertion.
Bug #22428.
(cherry picked from commit 57a06d3a48c9af1067ec05e3ad96c58f4b9b99be)
|
|
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in
the case of a recursive CallList which is itself within a Begin/End pair,
there two problems:
1) The display list node's primitive information was incorrect, stating
the cut-off prim had zero vertices
2) On replay, we would get confused by a primitive that started in a
node, but was terminated by individual opcodes.
This change fixes the first problem by correctly terminating the last
primitive on fallback, and the second by forcing the display list to
use the Loopback path, converting all nodes into immediate-mode rendering.
The loopback fix is a performance hit, but avoiding this would require
a fairly large rework of this code.
|
|
Reorganization of ShadeModel to avoid flushing vertices too often
ended up never flushing vertices due to omitted line of code.
|
|
Switch over to specialized enum lookup for primitives
|
|
Add a simple version of _mesa_lookup_enum_by_nr() which expects a primitive
enum (GL_POINTS..GL_POLYGON). This avoids some annoying duplicates
when looking up primitives, such as the GL_FALSE/GL_POINTS clash.
|
|
Currently, state-changes in mesa display lists are more or less
a verbatim recording of the GL calls made during compilation.
This change introduces a minor optimization to recognize and eliminate
cases where the application emits redundant state changes, eg:
glShadeModel( GL_FLAT );
glBegin( prim )
...
glEnd()
glShadeModel( GL_FLAT );
glBegin( prim )
...
glEnd()
The big win is when we can eliminate all the statechanges between two
primitive blocks and combine them into a single VBO node.
This commit implements state-change elimination for Material and ShadeModel
only. This is enough to make a start on debugging, etc.
|
|
This fixes a segfault seen with piglit's fdo20701 test.
|
|
Link fails if too many varying vars.
(cherry picked from master, commit cc58fbcf2c5c88f406818db60910f537e03610d6)
|
|
16 is the limit for now because of various 32-bit bitfields.
(cherry picked from master, commit 4e762395ef7e8c332c16fd0c11025cfa52763a45)
|
|
To maintain correctness, the server will copy the real front-buffer to
a newly allocated fake front-buffer in DRI2GetBuffersWithFormat.
However, if the DRI2GetBuffersWithFormat is triggered by glViewport,
this will copy stale data into the new buffer. Fix this by flushing
the current fake front-buffer to the real front-buffer in
intel_viewport.
Fixes bug #22288.
|