| Commit message (Collapse) | Author | Age | Files | Lines |
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Put it with other, similar functions.
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These compressed format switch cases shouldn't be hit if we don't
support the compressed texture extensions, but let's be safe and
ask the driver if they're supported as we do in other cases.
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Conflicts:
src/gallium/drivers/nv30/nv30_context.c
src/gallium/drivers/nv40/nv40_context.c
src/gallium/drivers/nv40/nv40_state_emit.c
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Signed-off-by: Brian Paul <[email protected]>
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Mipmap generation for compressed textures works now.
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Runtime linking doesn't quite work.
Just comment then out for now to prevent crashes. These will go away in
the future because calling 4 times CRT's cosf()/sinf() is over-precise
and under-performing.
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Refactor the code to make this easier.
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In short what the code did before:
__DRIscreen *psp = NULL;
if (pcp)
psp = pcp->psb;
assert(psp);
if (psp->stuff)
other_stuff();
return psb->even_more(pcp);
Remove all that stupid checking which still segfaults/asserts later on and
just do what we do in driUnbindContext. Also limited testing show libGL never
call driUnbindContext or driBindContext with cPriv == NULL.
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I accidentally inverted the condition. :(
Broken since the commit 2579fe4044012a552c8be222ffae76b48de13592.
FDO bug #27851.
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And reserve a little more space just in case.
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libdrm-2.4.20 and earlier include the nouveau/nouveau_class.h header. A
later version of libdrm will not ship this header. Mesa also has this
header at src/gallium/drivers.
The symbol NV34TCL_VTXFMT_TYPE_HALF is needed by nvfx_vbo.c. This symbol
is not in the libdrm copy of the header but is in the Mesa copy of the
header. This patch moves src/gallium/drivers to the beginning of the
include paths such that when building on hosts with libdrm-2.4.20 or
ealier the build uses the copy in Mesa.
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Make sure eglut is built before the demos. This should work more
reliably with make -j<N>.
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This has caused CS overflow since the commit
671f1e1229877d459cfd76e2cf5ea89c8d881036.
TA3D works here again.
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An aligned stride is still needed for it to work.
I am slowly approaching the Sauerbraten milestone!
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This allows us to put correct swizzles for undefined components in PSC.
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we were only running the llvm paths when the input elts were linear,
now we can handle abritrary fetch elts arrays. we do this by generating
two paths - linear and fetch_elts one and just selecting the right one
at run time.
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They cause lockups. The users doesn't seem to like them.
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Though not nice, this is the correct way.
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See also the libdrm commit af98ccf4dd5dcb1b904ec32b9bd1521e6bf7dda5.
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Reviewed-by: Corbin Simpson <[email protected]>
Signed-off-by: Matt Turner <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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max_index must be observed to prevent crashes due to bad index data.
I've been using this patch for some time without regressions.
Some places, where we use internal vertex buffer, it is not entirely
clear what max_index should be, so passing just ~0 to avoid regressions
for now.
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Whoo!
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doc additions: shader export ARRAY_BASE for EXPORT_POS: 60 is position,
61 is misc vec(VS_OUT_MISC_VEC - used here),
62, 63 are clip distance vectors(VS_OUT_CCDIST#)
sorry for formating - there seem to be so many different styles in r600
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there's no more vp results for point coords so we cannot iterate
over vp outputs. Use only Point.CoordReplace[i]
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Certain headers, such as GL/glew.h, are in both the Mesa include and the
default installed include directories. On recent distros the needed
symbols can be found in both places. On older distros the installed
headers could be lacking symbols, so for a header that exists in both
places, the local one should be found first.
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The POSIX function pthread_cond_wait can have spurious wakeups when
waiting on a condition variable.
Add a 64-bit counter that is incremented whenever the barrier becomes
full. A woken thread checks the counter. If the counter has not changed
then it has been spuriously woken and goes back to sleep. If the counter
has changed then it was properly signaled and exits the barrier.
Tested on Mac OS X.
This patch was based on ideas from Luca Barbieri.
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I just broke the 2000 fps barrier on glxgears. Yay?
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