| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes regression from commit 7d93f817c9c5222e2bdbaa9fa9f03fc502bfe878
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Windows opengl32.dll calls glFinish prior to every swapbuffers, which
makes it pretty hard to get decent performance...
Work around by mapping finish to flush on PIPE_OS_WINDOWS. This is
conformant, though it might confuse poorly-written benchmarks which
attempt to measure a single event rather than figuring out the rate of
continuous processing.
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Some apps enable scissor but set the rectangle to the dimensions of
the window. Don't let this force us onto a slower clear path.
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The leading underscore is meaningful... This function is used by
_warning and _error functions as well as the more common
debug_printf().
debug_printf (without underscore) gets turned off when DEBUG is
disabled, but warning/error messages still use this function to get
their message out.
(cherry picked from commit 0ac879dca797360570543d5bd0fd64f8fb8e566e)
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Release per screen DRI driver configs during screen destruction.
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For GL_RGB5, GL_RGB4 and GL_R3_G3_B2, prefer
PIPE_FORMAT_R5G6B5_UNORM over PIPE_FORMAT_A1R5G5B5_UNORM, since hardware
is more likely to support the previous format for rendering.
Signed-off-by: Thomas Hellstrom <[email protected]>
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If a texture image is bound to a framebuffer for render-to-texture, but
the hardware doesn't support rendering to its internal format,
report the framebuffer as incomplete with FRAMEBUFFER_UNSUPPORTED.
Signed-off-by: Thomas Hellstrom <[email protected]>
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The only valid usage for LOOP/ENDLOOP instructions
is LOOP[0] as a destination register.
The only valid usage for the remaining instructions
is LOOP[0].x as an indirect register.
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In addition, it guarantees ff_sync message is issued
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redbook mipmap works
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Passes tests/stencil_twoside and glean/stencil2.
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It's all fallbacks anyway due to the DD_POINT_ATTEN fallback.
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When sampling a 2D shadow map we need 3 texcoord components, not 2.
The third component (distance from light source) is compared against
the texture sample to return the result (visible vs. occluded).
Also, enable proper handling of TGSI_TEXTURE_SHADOW targets in Mesa->TGSI
translation. There's a possibility for breakage in gallium drivers if
they fail to handle the TGSI_TEXTURE_SHADOW1D / TGSI_TEXTURE_SHADOW2D /
TGSI_TEXTURE_SHADOWRECT texture targets for TGSI_OPCODE_TEX/TXP instructions,
but that should be easy to fix.
With these changes, progs/demos/shadowtex.c renders properly again with
softpipe.
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fixes texwrap
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- set MAX_LOD properly
- min texel pitch is 8 texels
- emit old command buffer when re-initing base state
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Configuration register values are now stored directly in that structure.
Signed-off-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Nicolai Hähnle <[email protected]>
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It was getting enabled anyway but without the entrypoints installed. Whoops.
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What was Z24S8 before is actually S8Z24, and what we had for Z16
is actually X8Z24. Now, we also have the REAL Z24S8 and I added
Z32_FLOAT as well; most of the formats need different tile_flags.
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NOTE: we must not try to emit buffer relocations when
vtxbuf_nr is 0 but vtxelt_nr is not
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Red and blue were interchanged in TIC.
Add border color and some formats.
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The translation also needs to be inverted, and in bypass mode
the state tracker incorrectly assumes that Y = 0 = TOP, so we
need inversion there to; NDC clipping has to be deactivated
explicitly.
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This makes texwrap look better.
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Set the flat shading bit on the appropriate PS input
depending on the type of attribute it is. The VS output
and PS input routing should probably be made more dynamic
at some point. We may want to use semantic ids to make
it easier.
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