| Commit message (Collapse) | Author | Age | Files | Lines |
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The call to draw_bind_fragment_shader() was using the old fragment
shader. This bug would have really only effected the draw module's
use of the fragment shader in the wide point stage.
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Some C++ header files were included in an extern "C" block. When building with
Clang, this caused the build to fail due to namespace errors. (GCC did not
report any errors.)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Important as more constant buffers per shader start to get used.
Fix up r600 (tested) and nv50 (untested) to cope with this. Drivers
previously didn't see unbinds of constant buffers often or ever, so
this isn't always dealt with cleanly.
For r600 just return and keep the reference. Will try to do better in
a followup change.
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This doesn't seem like it should be possible, but some test suites
manage to hit this case. Avoid crashing release builds under those
circumstances.
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Don't trim triangle bounding box to scissor/draw-region until after
the logic for emitting tri_16. Don't generate tri_16 commands for
triangles with untrimmed bounding boxes outside the current tile.
This is important as the tri-16 itself can extend past tile bounds and
we don't want to add code to it to check against tile bounds (slow) or
restrict it to locations within a tile (pessimistic).
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The two gl_config pointers can never be equal.
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It was in the middle of the lighting-related structures before.
Also add some info about field sizes in this structure.
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=31310
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Fixes libgl-xlib target.
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I thought I had singled it out before, but apparently not.
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Fix compiz crash.
https://bugs.freedesktop.org/show_bug.cgi?id=31124
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This effectively redoes 1741ddb747ca0be284315adb4b6fe67ddf292d03 in a
way that allows contexts of different APIs to coexist.
First, the changes to the remap table are reverted. The remap table
(driDispatchRemapTable) is always initialized in the same way regardless
of the context API.
es_generator.py is updated to use a local remap table, whose sole
purpose is to help initialize its dispatch table. The local remap table
and the global one are always different, as they use different
glapidispatch.h. But the dispatch tables initialized by both remap
tables are always compatible with glapi (libGL.so).
Finally, the semantics of one_time_init are changed to per-api one-time
initialization.
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Core mesa should query glapi for the positions of the functions in
_glapi_table when multiple APIs are supported. It does not know which
glapitable.h glapi used.
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This makes rc_get_readers_normal() more conservative than it needs to be,
but it fixes some incorrect behavior in the optimization passes.
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So that the directory part of EGL_DRIVER, if exists, is prepended to the
search path. This commit also adds a sanity check to _eglLog.
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Use scons target and dependency system instead of ad-hoc options.
Now is simply a matter of naming what to build. For example:
scons libgl-xlib
scons libgl-gdi
scons graw-progs
scons llvmpipe
and so on. And there is also the possibility of scepcified subdirs, e.g.
scons src/gallium/drivers
If nothing is specified then everything will be build.
There might be some rough corners over the next days. Please bare with me.
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Fixes some VTX protection errors introduced by e89af209261.
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[olv: formatted for 80-column wrapping]
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API_DEFINES is the defines for libmesagallium.a. Append it to
egl_CPPFLAGS only when st_GL.so, which uses libmesagallium.a, is built.
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Prefix EGL driver names by "egl_". Make it clear that EGL_CLIENT_APIS
is only used by egl_gallium.
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https://bugs.freedesktop.org/show_bug.cgi?id=28294
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Previously nouveau_state_emit() was being called directly, sometimes
that doesn't work because it doesn't update the derived GL context.
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Without this, update_textures may not pick up the new pipe_resource.
It is actually update_textures that should check
stObj->sampler_view->texture != stObj->pt, but let's follow st_TexImage
and others for now.
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Fixes fd.o bug 31128.
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Make it a warning for now to smooth the transition.
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It's also equivalent to Elements(...) which is already used elsewhere.
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