| Commit message (Collapse) | Author | Age | Files | Lines |
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If we shift bytes into the texel word (or use the PACK_COLOR_8888 macro),
we don't have to worry about big vs. little endian. See comments about
texel formats in texformat.h.
Remove an unneeded/incorrect else-if clause that produced wrong results
on big-endian systems.
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The glsl/multitex demo runs now.
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immediate field
This type of checking should be expanded to cover more instructions...
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The ai instruction is limited to a 10-bit signed immediate value.
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These are the defects found and fixed so far. Several more have
been observed; I'm working on them.
- Fixed an error in spe_load_uint() that caused incorrect values to be
loaded if the given unsigned value had the low 18 bits as 0,
and that caused inefficient code to be emitted if the given value
had the high 14 bits as 0.
- Fixed a problem in stencil code generation where optional registers
weren't tracked correctly.
- Fixed a problem that the stencil function NEVER was acting as ALWAYS.
- Fixed several problems that could occur if stenciling were enabled but
depth was disabled.
- Fixed a problem with two-sided stencil writemask handling that could
cause a stencil writemask to not be applied.
- Fixed several state permutations that were incorrectly flagged as
not requiring stencil values to be calculated.
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Ensures that SPUs are initialized/ready before proceeding.
This fixes a spurious assertion failure when the SPU-side shader function info
hasn't been returned to the PPU before shader codegen.
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Also, bump up frame size and fix some assertions.
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With this fix, the glsl/brick demo runs.
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Conflicts:
src/mesa/glapi/descrip.mms
src/mesa/shader/grammar/descrip.mms
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The fallback was introduced to fix bug #16697, but made the test it was
fixing run excessively long.
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The fallback was introduced to fix bug #16697, but made the test it was
fixing run excessively long.
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If the tnl output attributes matches the swsetup input attributes we still
need to check if the desired vertex color type (float vs. chan) has changed
so that we use the right emit functions.
Fixes a conformance failure found with logicop test at pathlevel 3.
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This lets us short-circuit when we're leaving the same cliprects in place,
which becomes quite common with metaops clears, and may be useful for some of
our FBO paths.
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Fixes bug 17800.
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Fixes glean pointSprite test w/ software rendering
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If the .a is made of other .a files, extract the objects from the later.
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Fixes vtk crash and others.
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Without this, we would reject programs which sampled multiple times from
registers defined in the same phase (block of instructions with the same
texture indirection count), as each sample would count as a new phase
beginning. Instead, keep track of which phases registers were written in,
and only bump phase when we're reading from one generated in this phase.
On the other hand, we failed to count oC or oD texture samples as being new
phases.
Bug #17865.
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Move GL_ARB_texture_non_power_of_two and GL_ATI_separate_stencil
from the generic extension list to the 965-specific list. Neither
extension is supported on i830-class hardware, and
GL_ATI_separate_stencil is not supported on i915-class hardare.
GL_ARB_texture_non_power_of_two is supported on i915-class hardare and
is already in the i915-specific list.
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The ARB extension is a superset of the older SGIX extension. Any
hardware that can support the SGIX version can also support the ARB
version. In Mesa, any driver that supports one also supports the
other. This unification just simplifies some bits of code.
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See volume 4, SAMPLER_BORDER_COLOR_STATE programming notes.
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Fixes black borders around windows in compiz. Bug #17233.
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- Sort extensions by ARB, then EXT, then vendor by name
- Remove redundant (only one of GL_{ARB,EXT,NV}_texture_rectangle) or
duplicate extension strings
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The GL_OBJECT_TYPE_ARB query is handled directly in
_mesa_GetObjectParamterivARB because it is only supported in the
extension version of the shanding language API. glGetProgramiv and
glGetShaderiv should not accept this enum.
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Implementing _mesa_get_handle in using
glGetIntegerv(GL_CURRENT_PROGRAM, ...) allows glGetHandleARB to work.
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The GL_ARB_shader_objects spec says that glAttachShaderARB is supposed
to return GL_INVALID_OPERATION if a shader is attached to a program
where it is already attached. _mesa_attach_shader perviously returned
without error in this case.
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