Age | Commit message (Collapse) | Author |
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As reported and initially tested by MrCooper.
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Stride == 0 means that we value for first vertex should be copied to every other vertices (e.g. constant color).
This fixes glean/vertProg1 and sauerbraten with enabled shaders.
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Even after fixing bugs in this code, it doesn't make me feel any cleaner.
Fixes piglit stencil-drawpixels.
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This state flag has been unused since the ffvertex_prog move to core.
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Otherwise, a pointer greater than the size would underflow and give a large
maximum element.
Reviewed-by: Brian Paul <brianp@vmware.com> (previous version)
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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.
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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.
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plus it saves us a cacheline in the cso
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reported by clang static analyzer
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reported by clang static analyzer
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found by the clang static analyzer
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The problem is if we find out later we don't have any cmdbuf space but
we've already written the arrays to the DMA buffer object, we end up
emitting the current cmdbuf which has references to the current DMA object
we then send that to the hw and we can't reference the arrays we just emitted
to the old DMA buffer. things go bad, crash boom.
This can probably be tuned further + swtcl probably needs some fixes
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This moves a big chunk of the space checking code into libdrm so
it can be shared by the DDX.
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Fixes flush during validation, in case a buffer is double-validated.
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- don't limit vertex count if we are using indices
- max indices count is 65535 not 65536
- remove some comments that don't apply anymore
- remove unreachable code
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Conflicts:
src/mesa/main/dlist.c
src/mesa/vbo/vbo_save_api.c
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Fixes assertion failure when binding depth/stencil texture to FBO stencil
attachment.
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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}.
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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.
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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.
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Fixes fighting between GPU and software rendering with TTM.
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We would have to build the program with the appropriate fog mode, and
also supply the fog coordinate if appropriate.
Bug #19413.
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While GEM covers this for execution it knows about, it doesn't know about
the batchbuffer we're preparing. Fixes piglit vbo-map-remap.c testcase.
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Fixes segfaults with radeon winsys.
(Probably libdrm_radeon doing something that it shouldn't.)
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AFAICT nobody will miss it.
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Valgrind doesn't know that a successful getparam sets the target of the
pointer, so just set the value beforehand.
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Fix compile breakage on Linux.
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This is okay since drm_api.h doesn't have any external
dependancies, one could make it only compile on platforms
that support drm.
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Propogate changes to enums.c back up to the python source.
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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.
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half stealing the code without taking the intel regions
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I suspect this might break TFP in some way but it makes firecube run here
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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.
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