Age | Commit message (Collapse) | Author |
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vertex buffer mode worked by accident.
Fix alu_offset in SINGLE_TEXTURE_PIPELINE.
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This stops arbvpwarpmesh from segfaulting and it actually works - with immediate mode rendering.
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do anything, at least on my hardware.
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with polygon culling.
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Make WARN_ONCE message more informative.
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in the gl_API.xml database. Add "official" support for SGI_color_matrix
and SGI_texture_color_table. These were previously supported only by
way of ARB_imaging.
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MAX_WIDTH/HEIGHT
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glFunctionIterator and is used by GlxProto. The difference between the two
iterator classes is that glXFunctionIterator skips functions that the GLX
protocol code does not care about.
Replace all the remaining occurances of glParameter::p_count_parameters and
glFunction::count_parameters with the count_parameter_list.
Add GlxProto::size_call to generate the C code to calculate 'compsize'.
These trivially modify the generated code.
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correctly when normals are delivered. Please note that some programs only
start in vb mode as there is something wrong in immediate mode vb code.
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accident.
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FilterGLAPISpecBase (in gl_XML.py). When these functions are used to emit
common #define lines, the will automatically be undefined in
FilterGLAPISpecBase::printFooter if header_tag is set (i.e., the file is a
header file).
These changes do not modify the generated code.
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glXEnumFunction constructor. The allows sub-classes of GlxProto to
over-ride the concrete class used for glXEnumFunction.
In addition to tracking p_count_parameters in glParameter, break the comma
separated list of parameter names into a Python list called
count_parameter_list. It is now possible to query if a name is the name of
one of the count parameters just by comparing
param.count_parameter_list.count(n) to zero. Eventually the remaining uses
of p_count_parameters will be replaced with uses of count_parameter_list.
Make sure that 'void *' parameters are handled correctly in
glParameter::size_string.
Add PrintGlxReqSize_h and PrintGlxReqSize_c. These classes emit prototypes
and functions used on the server-side to determine the expected size of an
incoming GL command.
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Change Polygon.OffsetFill from fallback to warn once.
Quake demo now works, modulo texture rendering issues due to absent pixel shader pipeline.
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This fixes segfault in tuxracer-demo. It locks up after this though.
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r300_vertexprog.c to compile.
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* When glTexSubImageND is used, track the set of changed tiles in a
bit vector and upload only dirty tiles later. This should improve
the performance of dynamic light maps and gl movie player plugins.
* Renamed debug item "lru" to "tex". Indicate which levels are
uploaded completely or partially.
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FilterGLAPISpecBase. Since the size_h mode of glX_proto_size.py will be
used to generate multiple header files, add an option to specify the define
that is used for multiple-inclusion protection.
The changes to the header files in this commit are just a side-effect of the
changes to the Python scripts.
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client-side code doesn't try to calculate the size of the output
parameters. The server will tell the client how big it is.
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parameters to GetColorTableParameter[if]v. FORMAT, WIDTH, and the SIZE
enums cannot be parameters to ColorTableParameter[if]v.
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The attribute can now take one of 4 states. "false" (the default value)
means that no handcoding is required for the function. "client" means that
the function must be handcoded on the client-side only. "server" means that
the function must be handcoded on the server-side only. "true" menas that
the function must be handcoded on both the client-side and the server-side.
Version 1.14 of glX_proto_send.py accidentally contained a line of this
change.
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The debug version of indirect.c has proven very helpful during the
development of new client-side and server-side GLX protocol code. This is
put here instead of in the DISPATCH and DISPATCH_RETURN macros in dispatch.c
for two reasons.
1. I only want the debug information when indirect-rendering is used.
2. Functions that require a reply from the server, some of which do not have
a return value (e.g., glFlush, glFinish, glGetLightfv, etc.), do not need
the extra glFinish call.
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