| Commit message (Collapse) | Author | Age | Files | Lines |
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The output of the script is unchanged.
Signed-off-by: Chia-I Wu <[email protected]>
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The test is done by checking if the offset is manually assigned. The
generated headers are unchanged.
Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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Signed-off-by: Chia-I Wu <[email protected]>
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Chia-I Wu <[email protected]>
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When GLX_INDIRECT_RENDERING is defined, some symbols are used in
libglapi.a but are not defined. Define them through the help of
glapitemp.h.
Signed-off-by: Chia-I Wu <[email protected]>
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Reorganize glapitemp.h such that it is possible to skip normal entry
points or protocol entry points by defining
_GLAPI_SKIP_NORMAL_ENTRY_POINTS or _GLAPI_SKIP_PROTO_ENTRY_POINTS.
Protocol entry points are those with different GLX protocols. They are
skipped in libglapi.a when GLX_INDIRECT_RENDERING is defined.
Signed-off-by: Chia-I Wu <[email protected]>
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Fixes bug 24946.
This regression came from 8df699b3bb1aa05b633f05b121d09d812c86a22d.
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It is a valid and tested combination on D3D9.
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Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Suggested by Joakim Sindholt.
Also, put flushing of colorbuffers _before_ the framebuffer state setup,
suggested by docs.
Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Conflicts:
src/mesa/drivers/windows/gdi/mesa.def
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The exec->vtx.inputs[] array was being written past its end. This was
clobbering the following vbo_exec_context::eval state. Probably not noticed
since evaluators and immediate mode rendering don't happen at the same time.
Fixed the loop in vbo_exec_vtx_init().
Changed the size of the vbo_exec_context::vtx.arrays[] array.
Added a bunch of debug-build assertions.
Issue found by Vinson Lee.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Revised version of a patch from Karl Schultz.
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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performance optimization
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Seems INDX_OFFSET doesn't work properly on some cards,
so change back to immediate mode indices. Seems to only
affect DRI1. Needs more investigation.
Rework and clean up the draw functions.
Signed-off-by: Alex Deucher <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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It's not sampling based so its results are biased towards functions called
many times.
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For example, we would like to have a predicate and texture token
in one instruction to do predicated texture sampling.
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Mip-mapped 3D textures are not arrays of 2D layers
with a mip-map layout like 2D textures, therefore we
cannot use image_nr == depth for them.
Making use of "volume tiling" modes now, the allowed
modes are 0xZY where Z <= 5 and y <= 5.
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Signed-off-by: Brian Paul <[email protected]>
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Handle the remaining semantic names and indices.
Respect color interpolator when not flatshading.
Based on Michal's softpipe commit
eb699d64ec7057032139baccedcb0694ca41d706.
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Everything now goes through the draw_vbuf handler, the same as
regular drivers.
Based on Keith's commit 4fe0fc3eba1f79beda890a5016359d549bab6ad4.
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Based on Michal's identical commit for softpipe
(ca9c413647bf9efb5ed770e3a655bc758075aec7).
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Signed-off-by: Brian Paul <[email protected]>
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util_blit_pixels_writemask() only works for color formats at this time.
Also, it might never work for depth/stencil surfaces since we can't get
handle stencil values in a fragment shader.
Fixes glCopyTexSubImage(GL_DEPTH_COMPONENT).
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Signed-off-by: Brian Paul <[email protected]>
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