Age | Commit message (Collapse) | Author |
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Fixes misrender on r300g.
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This fixes invalid calls to rastpos_point/line/tri() that can occur
when glRasterPos() is called while in feedback or selection mode.
(cherry picked from commit b3c7dc6ff232eb4c5ff6b0ddcfa90bcb56f78df1)
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When our DLL is unloaded, even if we leave the data structures in memory
for sake of future calls, the MS CRT will destroy the heap. Instead we
make all calls no-ops by setting stw_dev to NULL.
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Don't use pipe->draw_range_elements() if min_index=max_index=~0 since
that doesn't provide any useful info.
Also, implement the loop around pipe->draw_range_elements() when
nr_prims > 1.
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Now that we track the global name in struct intel_region, we can just
look it up there.
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We just threw it away before, but we haven't had a use for it yet.
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without getBuffersWithFormat some visuals will just cause headaches (crashes),
so if we're running on an older system simply don't advertise them.
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we actually need to specify the formats for different attachements, otherwise
if the color buffer is 24bpp and the app asks for 16bpp depth buffer than
we end up fetching the depth from the drawable which is 24bpp and end up
creating the wrong depth buffer. use the new getBuffersWithFormat extension
to pass the depth correctly.
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This reverts commit 325614a882f5371da512536e07c443a172ffb87c.
Ok this was already fixed this commit actualy broke things
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16 texture units
Signed-off-by: Patrice Mandin <patmandin@gmail.com>
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The size of some core Gallium state structures has changed so the
padding on some cell structs needed to be adjusted to keep them
a multiple of 16 bytes.
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To avoid kernel complaining and to set proper boundary on
vbo, substract the vbo offset to the vbo size.
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to make kernel cs checker happier, last attribs don't need full stride of
space. Calculate as count-1*stride + size of attrib
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normalized seems to work with this setting.
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This reverts commit aa0b671422880b99dc178d43d1e4e1a3f766bf7f.
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Fill in ones for missing components.
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Signed-off-by: Patrice Mandin <patmandin@gmail.com>
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Simply skip cleanup when contexts are still active.
This addresses two issues:
- in some situations the ICD DLL may be unloaded before the DLL that is
using GL contexts is, so we may receive GL calls after stw_cleanup.
- when aborting (exception, or control-c) the contexts may have been left
in an inconsistent state and attempting to destroy can cause
unpredictable results.
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Windows doesn't really expect things to fail at this point -- it
will try many times until it finally gives up, worse, something bad
happens.
The WGL state tracker will gracefully decline to do work even when it
is loaded.
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It's possible for min_index and max_index to be ~0 if the min/max
values were not actually set or computed in the state tracker.
Skip some assertions in that case.
This only effects the debug build error checking.
(cherry picked from commit 408f32dc165b36eb5ec0e2bbc7dcecd28f3a62d3)
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just to convert it back to GLuint to call unpack_depth_span.
Also removes a difference between the 24/8 and 8/24 texstore routines.
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saves us a dword in sampler state, hw can't do non-integer aniso degree anyway.
To allow aniso 1x (which seems of dubious value but some hardware (radeons)
have such a mode, and even d3d allows specifiying it) redefine anisotropic
filtering as disabled only if max_anistropy is 0.
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Pass either the fbconfig ID or the visual ID, as appropriate, to
CreateContext. Now CreateContext does not derefernce fbconfig or vis
(which no longer exists as a parameter).
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For the direct rendering case, the DRI createContext function wants an
fbconfig. When glXCreateContext is called, we have to convert the
visual to an fbconfig. This work was done in CreateContext, but it
makes more sense for it to be done in glXCreateContext.
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A long time ago I was a bit over-agressive in refactoring context
creation into a single function. The creation code for
glXImportContextEXT does not belong in CreateContext because it does
not use any GLX protocol. The big if-statement for the import case
routed around almost the entire function anyway.
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Passing the screen parameter to CreateContext will simplify a couple
of changes that are coming.
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