Age | Commit message (Collapse) | Author |
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That breaks when some of the system headers have C++ code.
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there was some confusion between point size state and point size output.
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Don't need sprite coord origin per coord.
Also, don't need separate sprite enable bit - if all coords have it diabled,
then there are no point sprites (technically, there's a distinction in pre-GL3,
but it only differs in having more leniency in clamping to max size, something
the state tracker would need to handle and the hardware won't bother anyway).
Also, use packed field for the per-coord enables.
All in all, should save 3 dwords in rasterizer state (from 10 down to 7).
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And disable with if (0). Inf/NaN can occur normally during program
execution. Only enable the check code when needed during debugging.
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This should make things easier for drivers wanting to work with a
"subclass" of gl_framebuffer.
The complementary "_mesa_initialize_framebuffer" function is now
called "_mesa_initialize_window_framebuffer" for the sake of
symmetry.
Signed-off-by: Brian Paul <brianp@vmware.com>
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The in-place splitting code wasn't dealing with index buffers at all
(and it was being called from vbo_split_prims for too big index
buffers, causing some occasional corruption).
Additionally, it wasn't taking into account primitives arrays with
non-contiguous indices (e.g. given prim[0].start = 0 and prim[1].start
= max_verts, it would happily call back the driver with (max_index -
min_index) still greater than max_verts, causing infinite recursion).
It still doesn't handle too large indexed vertex buffers: use
vbo_split_copy for that.
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Avoids header when the header was included before.
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Texture derivatives are potentially undefined inside dynamic branches,
so hardwire lod zero in this case. Treating all if/endif and loop
constructs as dynamic branches.
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This is a very informal version number, but there have been enough
changes that a bump is appropriate at this time.
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Compiler can't usually turn x/2.0f into x * 0.5f, though we're happy
with either.
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the first looks like a definite bug, the second I'm not so confident
of but it works.
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Rename _eglPreloadFile to _eglLoaderFile, and _eglPreloadFile to
_eglLoaderFile. There are several _eglPreload* functions. The
callbacks do not belong to them and it should be better to give them a
different prefix.
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The driver suffix might be NULL on some platforms. Perform the matching
only when there is a suffix.
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There were some refactorings with the addition of EGL_DRIVERS_PATH.
They made some platform #ifdef's unnecessary.
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Specifically, ignore EGL_DRIVERS_PATH when an application is
setuid/setgid. And ignore EGL_DRIVER when there is a slash in it.
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EGL_DRIVERS_PATH gives a list of colon-separated directories. The given
directories will be searched when preloading drivers.
This is based on Mike Stroyan's patch, which honors the variable in
_eglPreloadDisplayDrivers. It is extended to honor the variable also in
_eglPreloadUserDriver and _eglPreloadDefaultDriver in this version.
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Try to avoid future confusion between different, but similar functions.
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This patch duplicates the softpipe fix seen in the preceeding commit.
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This fixes a regression when the geometry shaders branch was merged
to master with commit 89d8577fb3036547ef0b47498cc8dc5c77f886e0.
progs/demos/pointblast and progs/redbook/anti work again.
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There is a very real possibility that I may be enjoying this too much.
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Slowly, surely, I'm making this better.
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Yeah, what's that? You can read it? It's got, hmm, *readability*? Nice,
ain't it. :3
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texenv is perfect now.
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4769566500be1a53dd9b4cc1a613aef439a0e3d8
Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
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util/u_simple_screen.h
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It will be useful for the nouveau DRI driver and IMHO there's no
reason to keep it private.
Signed-off-by: Brian Paul <brianp@vmware.com>
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