| Commit message (Collapse) | Author | Age | Files | Lines |
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This was only present for the sake of GL_ARB_shadow_ambient which we
never implemented in Gallium. If we someday want GL_ARB_shadow_ambient
we can implement it in the state tracker by adding a MAD after the
relevant TEX instructions.
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Never crashed on x86, ptx is in the same stack slot in either case.
Thanks to Bob Gleitsmann for catching this.
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Allow Z24S8 to be a true texture.
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tests/texcompress2 doesn't work, but tests/texcmp does (more or less.)
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What bugs me is that the YUV444 format somehow worked properly. :3
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Will fix with better constant refactoring later.
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Conflicts:
Makefile
src/gallium/drivers/softpipe/sp_screen.c
src/mesa/main/version.h
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Appart from separating r3xx/r5xx fragment shaders, a more consistent
naming scheme has been applied. From now on:
r300 = all chips
r3xx = R300/R400 only
r5xx = R500 only
This way r300_fragment_shader is the master struct, and the structs
r3xx_fragment_shader and r5xx_fragment_shader inherits it.
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Conflicts:
src/mesa/drivers/dri/i915/i915_tex_layout.c
src/mesa/drivers/dri/i965/brw_wm_glsl.c
src/mesa/drivers/dri/intel/intel_buffer_objects.c
src/mesa/drivers/dri/intel/intel_pixel_bitmap.c
src/mesa/drivers/dri/intel/intel_pixel_draw.c
src/mesa/main/enums.c
src/mesa/main/texstate.c
src/mesa/vbo/vbo_exec_array.c
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The alpha value wasn't set at all before so we got unpredictable results.
Note that we don't currently obey GL_DEPTH_TEXTURE_MODE in the state
tracker. For now, we return the result in the default mode (r,r,r,1).
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This driver does no transformation of the gallium calls
going to the real driver, like the identity matrix. It is
intended to be the basis for transforming and/or debug
drivers like trace and rbug.
Authors of this patch are:
Michal Krol, orignal heavy lifting.
José Fonesca, object wrapping code stolen from trace.
Jakob Bornecrantz, put it all toghether and renamed a stuff.
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Conflicts:
docs/relnotes-7.6.html
progs/tests/Makefile
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/glx/x11/indirect.c
src/mesa/glapi/Makefile
src/mesa/glapi/dispatch.h
src/mesa/glapi/glapioffsets.h
src/mesa/glapi/glapitable.h
src/mesa/glapi/glapitemp.h
src/mesa/glapi/glprocs.h
src/mesa/main/dlist.c
src/mesa/main/enums.c
src/mesa/sparc/glapi_sparc.S
src/mesa/x86-64/glapi_x86-64.S
src/mesa/x86/glapi_x86.S
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This reverts commit 5d75124db480b37977c353511b4e228905b7cc95.
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Conflicts:
src/mesa/main/api_validate.c
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For some triangles we can generate quads which lie just outside the
surface bounds. Just check the quad's mask before trying to emit/process
the quad.
Fixes failed assertion in Lightsmark.
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Render results are only visible when the render cache is flushed.
softpipe_is_texture_referenced must reflect that or transfers to/from the
textures bound in the framebuffer won't be proceeded of the necessary
flush, causing transfer data to be outdated/clobbered.
This fixes conform drawpix test with softpipe.
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Because of flat shading, we can't use same code as PIPE_PRIM_TRIANGLE_FAN.
This is a follow-on to commit a59575d8fbe8b0ca053cc8366ce7a42bc660158a.
(cherry picked from commit 086ecea179ed572c89aa77c5f465671a5cef87a7)
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This fixes incorrect front/back-face orientation.
(cherry picked from commit a64bbdaa3e0b036a880d6db65ceb4a66205062f1)
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Um. So, yeah. Two massive WTF moments here. The first one is that, somehow,
I never actually hooked up vertex shader emission, so the only time that the
VAP gets set up is during surface_copy/surface_fill. That's why acidgears
was happening.
The second one is that, somehow, once I actually hooked it up, glxgears just
magically worked. Without any actual, real testing, I somehow accidentally
made the shader compiler work. Go figure.
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SW TCL: tri-clip works, tri-userclip works
HW TCL: tri-clip fails, tri-userclip works
That is a 200% improvement over the previous situation. Woot.
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Note that this doesn't have any real significance since
PIPE_CAP_ANISOTROPIC_FILTER still returns 0.
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Makes tri-userclip work with HW TCL.
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