Age | Commit message (Collapse) | Author |
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Since it has a dispatch table entry (for BlendEquationSeparateEXT,)
can't omit it from this list. It'll still get disabled if the cap
(PIPE_CAP_BLEND_EQUATION_SEPARATE) isn't set.
Somebody that doesn't suck at GL (read: not me) should probably add
this into progs/samples/blendeq or similar so we can test it.
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default extension list
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Fixes those formats in fbo_firecube.
Only tested with r300, radeon and r200 compile tested only.
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Fixes fgl_glxgears and progs/demos/fbotexture after pressing 'c'.
Tested with r300, radeon and r200 compile tested only.
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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Really, we should be checking that the MesaTexFormat for the read buffer
and the texture match, but the previous code wasn't even doing that, so
matching the cpp should be an improvement (and potentially fix some hangs!).
The previous code also rejected GL_RGB even though blitting the alpha
channel to the ignored channel of an x8r8g8b8 texture should be fine, which
tripped up compiz's blur plugin.
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Components of input attributes that are used by fragment program aren't part of vertex program key, and that may lead to situations when vertex program writes only TEX1.xy and fragment program reads TEX1.xyz, resulting in rendering errors.
Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
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We only care about the actual fogcoord itself now, reducing the rewriting
done for the vertex program.
The rewriting of source operand swizzles in the fragment program takes
care that fogcoord.yzw = 001.
This should fix fogcoord rewriting entirely, which had been horribly
broken in the face of dot-product instructions, and just broken (though
not horribly so) in the face of almost every other instruction (the W
component would be incorrect for most arithmetic instructions).
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Split initializations becase the vars are of different type.
Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
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Reported-by: Nicolai Haehnle <nhaehnle@gmail.com>
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We don't have check which attributes are used by fragment program - it's already done by NQSSADCE.
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We need to keep unpaired program for vertex program NQSSADCE.
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Rewrite vertex and fragment programs so that we don't have to do any hacks on lower level.
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Prepare for wpos and fogc handling rewrite.
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Keep the original vertex program untouched because it may be needed after some state change for generating new r300 specific vertex program.
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Port fixes to read buffer from front.
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Need to retrieve the bits from the rrb not from screen struct
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The _Enabled field isn't updated at the point that DrawBuffers is called,
and the Driver.Enable() function does the testing for stencil buffer
presence anyway.
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1. new PCI ids
2. fix some 3D commands on new chipset
3. fix send instruction on new chipset
4. new VUE vertex header
5. ff_sync message (added by Zou Nan Hai <nanhai.zou@intel.com>)
6. the offset in JMPI is in unit of 64bits on new chipset
7. new cube map layout
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random output is bad
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It is possible to bind texture images of an incomplete mipmapped texture.
Software fallbacks in this case incorrectly tried to mmap the entire texture.
Additionally, add span functions for 1555 and 4444 formats.
This fixes crashes in piglit's fbo-readpixels test; unfortunately, the test
itself still fails - this needs to be investigated.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
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This updates some of the clear code from Intel gives a 5x clearspd perf
for me here. played openarena also, not sure if the viewport changes
broke anything,
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