| Commit message (Collapse) | Author | Age | Files | Lines |
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Not plugged into dispatch table yet...
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This is part of the GL_EXT_draw_buffers2 extension and part of GL 3.0.
The ctx->Color.ColorMask field is now a 2-D array. Until drivers are
modified to support per-buffer color masking, they can just look at
the 0th color mask.
The new _mesa_ColorMaskIndexed() function will be called by
glColorMaskIndexedEXT() or glColorMaski().
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The functions are _mesa_GetBooleanIndexedv(), _mesa_GetIntegerIndexedv(), and
_mesa_GetInteger64Indexedv(). These will be called from API functions such as
glGetBooleanIndexedvEXT() and glGetBooleani_v().
Only the GL_BLEND query is supported at this time.
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ctx->Color.BlendEnabled is now a GLbitfield instead of a GLboolean to
indicate blend on/off status for each color/draw buffer.
This is infrastructure for GL_EXT_draw_buffers2 and OpenGL 3.x
New functions include _mesa_EnableIndexed(), _mesa_DisableIndexed(), and
_mesa_IsEnabledIndexed(). The enable function corresponds to
glEnableIndexedEXT() for GL_EXT_draw_buffers2 or glEnablei() for GL3.
Note that there's quite a few tests for ctx->Color.BlendEnabled != 0 in
drivers, etc. Those tests can remain as-is since the mask will be 0 or ~0
unless GL_EXT_draw_buffers2 is enabled.
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The wine d3d9 visual.c testcase was tripping over this and failing.
Presumably it's binding a packed depth/stencil texture to both
stencil and depth attachment points, and we make a new renderbuffer
wrapper for each in that case.
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Wine's d3d9 visual.c testcase tries this a lot, so I've added some
piglit tests (fbo-nodepth-test, fbo-nostencil-test, fbo-stencil-only)
and enabled it.
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Noticed by clang.
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- unreference state objects so that buffer objects are unreferenced and
eventually destroyed
- free channel at screen's destruction
Based on Krzysztof Smiechowicz's patch.
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nVidia hardware seems to swizzle rectangular texture (with width !=
height) coordinates by swizzling the lower bits and then adding the
higher bits from the larger dimension.
However, nv04_swizzle_bits ignores width and height and just
interleaves everything.
This causes problems with rectangular POT textures with height or
width 2048 or 4096 (but not 2048x1024 where it works by chance) since
the driver swizzles them in 1024x1024 chunks and gets the start
position for the non-first chunks wrong.
The following patch seems to fix those problems.
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I just coded a patch that does this and seems to work fine. It must be
fixed since it breaks OpenGL (or the state tracker can be changed, but
it seems better to do it in the driver).
The patch also fixes NV20 and NV30 in the same way. They compile but
are untested.
I would guess that using the 3D engine is faster for the larger
levels, but the 2D engine is faster for the smaller ones (and lacks
this issue).
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CMP and SCS can produce incorrect results if the source and
destination are the same.
This patch should fix the issues.
CMP is fixed by predicating both moves.
SCS by changing the order if the source component is X.
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Not since 6094e79f4e3350d123c7532b1c73faa60834a62d.
Drivers now need to flush draw module explicitely (which explains why
all those previous commits adding draw_flushes calls were necessary).
This is a good thing, but it's tricky to get this right in face of user buffers
(it's not even clear who has the responsibility to flush when a user buffer
is seen -- statetracker or pipe driver), so just force flush (temporarily)
since it's not a bottleneck now.
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And not just softpipe.
It is particularly convenient to use llvmpipe instead, since it is much
faster. It also allows to use rbug with all xlib drivers.
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After glsl rework merge.
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Signed-off-by: Francisco Jerez <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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- This fixes a crash upon starting spring (a rts engine/game).
Signed-off-by: Maarten Maathuis <[email protected]>
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Need to use the constant 1ULL and 0xllx format string. This fixes incorrect
results and a NULL pointer/parameter bug.
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These buffers were getting dereferenced later.
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That is:
- check for no op
- update/flush draw module
- update bound state and mark it as dirty
In particular flushing the draw module is important since it may contain
unflushed primitives which would otherwise be draw with wrong state.
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Caught by clang.
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Caught by clang.
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implementation.
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Otherwise geometry might end up in the wrong rendertarget.
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Otherwise geometry will end up in the wrong rendertarget.
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It doesn't seem necessary, and more importantly, tgsi_parse doesn't know
how to read them.
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It fixes cached configuration results from one platform being erroneously
used in other platforms.
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draw_set_mapped_constant_buffer changed API
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it's a leftover from an early version of geometry shading support.
geometry shaders now encode the primitive size in the PROPERTY token
and don't need special input with their size.
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using the draw module allows us to enable geometry shading even on hardware
that doesn't support it.
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