| Commit message (Collapse) | Author | Age | Files | Lines |
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Test that glDrawArrays() isn't effected by a glMapBuffer()/modify/glUnmapBuffer()
immediately afterward.
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This is still icky, and only compile-tested.
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Using a tab of inputs should work, but I keep getting bad results.
If only Rawhide's GDB wasn't broken...
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i965 doesn't natively support GL_CLAMP; it treats it like
GL_CLAMP_TO_EDGE, which fails conformance tests.
This fix adds a clause to the check_fallbacks() test to check
whether GL_CLAMP is in use on any enabled 2D texture. If so,
and if strict conformance is required (via INTEL_STRICT_CONFORMANCE),
a software fallback is mandated.
In addition, validate textures *before* checking for fallbacks,
rather than after; otherwise, the texture state is never validated
and can't be trusted. (In particular, if texturing is enabled and
the sampler would access any level beyond level 0 of a texture, the
sampler will segfault, because texture validation sets the firstLevel
and lastLevel fields of a texture object so that the valid levels
will be mapped and accessed correctly. If texture validation doesn't
occur, only level 0 is accessed correctly, and that only because
firstLevel and lastLevel happen to be set to 0.)
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Need to check ctx->DrawBuffer->Visual.stencilBits not ctx->Visual.stencilBits
because the later only applies to the window system buffers, not user-created
FBOs.
This, plus the previous commit, fixes progs/tests/fbotexture.c
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Gallium only supports combined depth/stencil buffers, not separate ones.
If the user tries to create create a FBO with separate depth/stencil
renderbuffers mark the FBO as unsupported.
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(cherry picked from commit 1350f2efba5eeceebe0e711db6152c29e9889ce7)
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Fix a bug reported in 2003 :-)
The output vector has 4 entries, not 3.
Unconditionally emit .register directives.
Signed-off-by: David S. Miller <[email protected]>
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Stop using register %g7 since that is used by the "system" (ie. the
pthread implementation makes use of it).
Also, the projection vector can be NULL and we shouldn't try to access
it at all in _mesa_sparc_cliptest_points4_np(). ioquake3 would crash
due to this bug.
Finally, unconditionally emit the register directives and re-enable in
_mesa_init_all_sparc_transform_asm().
Signed-off-by: David S. Miller <[email protected]>
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Also fix minor drm api change
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Need to use '__asm__' instead of plain 'asm'.
math/m_debug_clip.c: In function ‘test_cliptest_function’:
math/m_debug_clip.c:253: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘asm’
math/m_debug_clip.c:253: warning: implicit declaration of function ‘asm’
Signed-off-by: David S. Miller <[email protected]>
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It doesn't have to do anything. See comments for more details.
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We can't render into any texture format; only certain formats.
Check that render-to-texture's format is renderable in the
intel_validate_framebuffer()
There seems to be a bug somewhere that causes rendering to rgb565 textures
to be corrupted so disallow that for now. This will be revisted.
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Be a little more specific about what these are.
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Only call this driver function when we really need to bind different buffers.
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This doesn't seem to really effect anything but seeing width=0 in drawing
regions was confusing.
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The i965 driver needs an extra instruction field for color output information.
It was using the Sampler field for this. Use the Aux field instead. This
will probaby be revisited at some point...
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This rewrites the sparc GLAPI code so that it's PIC friendly and works
with all of the TLS/PTHREADS/64-bit/32-bit combinations properly.
As a result we can turn SPARC asm back on. Currently it's only
enabled on Linux, as that's the only place where I can test this
stuff out.
For the moment the cliptest SPARC asm routines are disabled as they
are non-working. The problem is that they use register %g7 as a
temporary which is where the threading libraries store the thread
pointer on SPARC. I will fix that code up in a future change as it's
a pretty important routine to optimize.
Like x86 we do the runtime patch as a pthread once-invoked initializer
in init_glapi_relocs().
Unlike x86, however, our GLAPI stubs on SPARC are just two instruction
sequences that branch to a trampoline and put the GLAPI offset into a
register. The trampoline is what we run-time patch. The stubs thus
all look like:
glFoo:
ba __glapi_sparc_foo_stub
sethi GLAPI_OFFSET(glFOO) * PTR_SIZE, %g3
This actually makes generate_entrypoint() a lot simpler on SPARC. For
this case in generate_entrypoint() we generate stubs using a 'call'
instead of the 'ba' above to make sure it can reach.
In order to get a proper tail call going here, in the unpatched case,
we do several tricks. To get the current PC, for example, we save the
return address register into a temporary, do a call, save the return
address register written by the call to another temporary, then
restore the original return address register value. This is to
avoid having to allocate a stack frame.
This is necessary for PIC address formation.
This new GLAPI scheme lets us get rid of the ugly SPARC GLAPI hacks in
__glXInitialize() and one_time_init().
Signed-off-by: David S. Miller <[email protected]>
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The script generates code like:
pixels = (const GLvoid *) (ptr_is_null != 0) ? NULL : (pc + 80);
which causes the above mentioned warning. Add parenthesis around the
whole expression to fix it.
Signed-off-by: Tomas Carnecky <[email protected]>
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It is possible that an object whose vertices all are outside of a
view plane is passed to clip thread due to the RHW workaround. This
object should be rejected by clip thread. Fix bug #19879
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While it's a nice idea to be able to allow clients to choose a smaller
(or bigger for 16bpp screens!) depth size, right now DRI2 hands back a buffer
with a size that matches the drawable, rather than being based off of the
visual. This led to problems in readback as parts of the driver disagreed
on what format the depth buffer was really in.
Fixes the remainder of bug #19447.
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It seems that in this case the Mesa code is handing us x8z24 values instead
of z24s8 values, so we need to not do the rotation. Fixes half of OGLconform
depthrange.c.
Bug #19447.
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This is insanity, but so is copying the same blocks containing the actual
interesting code in the file three times each for the different tile formats.
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I was lured into a false sense of security by the fact that the spans code was
already there, and a bunch of tests didn't catch the problem. oglconform's
mask.c did, though.
Bug #19970.
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This gets the needed libraries pulled in for libEGL for autoconf.
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The incoming CFLAGS already has -fPIC and -Wall. Don't want -g here either.
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building libEGL
EGL_LIB_DEPS may need fine-tuning for some platforms. It's only defined
in configs/default ATM.
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BSD supports pipe in the same way as linux hence options which
are safe for linux are also safe for BSD. Define PIPE_OS_BSD in
include/pipe/p_config.h and adjust the defines to make use of it.
Also define MAP_ANONYMOUS for BSD systems which use MAP_ANON
Signed-off-by: Benjamin Close <[email protected]>
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If a path is in CFLAGS when building and that path contains gl.h
then the wrong gl.h is used when building. This can lead to very
confusing errors. The solution is rather than postpend the CFLAGS
we prepend the paths as expected allowing compilation to occur
as intended
Signed-off-by: Benjamin Close <[email protected]>
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Signed-off-by: Benjamin Close <[email protected]>
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Signed-off-by: Benjamin Close <[email protected]>
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Updated to use the new pipe_transfer functions, etc.
Texturing is working again. Though there's some bugs in mipmap texturing
but I believe those predate the pipe_transfer changes.
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Signed-off-by: David S. Miller <[email protected]>
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