| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
windows/VC8/mesa/osmesa/osmesa.vcproj
windows/VC8/progs/demos/gears.vcproj
windows/VC8/progs/progs.sln
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See bug #17895. These assertions could be removed when this is resolved.
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One could enable depth testing before binding an FBO that has a depth buffer
so this test is no longer useful or correct.
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Conflicts:
src/mesa/shader/slang/slang_compile.c
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Conflicts:
docs/install.html
docs/relnotes-7.3.html
src/mesa/shader/slang/slang_codegen.c
src/mesa/shader/slang/slang_compile.c
src/mesa/shader/slang/slang_emit.c
src/mesa/shader/slang/slang_preprocess.c
src/mesa/shader/slang/slang_preprocess.h
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This was changed between GL 1.0 and 1.1. Mesa still had the 1.0 behaviour.
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There was a note in state.c about _Active deserving to die, and there were
potential issues with it due to i965 forgetting to set _UseTexEnvProgram.
Removing both simplifies things.
Reviewed-by: Brian Paul <[email protected]>
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On Windows snprintf is renamed as _snprintf.
(cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
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(cherry picked from commit d14d494dcda3d80ec2cf452551c680ffb432e306)
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There was a note in state.c about _Active deserving to die, and there were
potential issues with it due to i965 forgetting to set _UseTexEnvProgram.
Removing both simplifies things.
Reviewed-by: Brian Paul <[email protected]>
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On Windows snprintf is renamed as _snprintf.
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(cherry picked from commit 8124faf89d638285d8e9aa93adc3ca7f4ee729f3)
Conflicts:
src/mesa/main/get.c
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Silences MSVC.
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Conflicts:
src/mesa/drivers/dri/common/dri_util.c
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#19390)
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Conflicts:
src/mesa/main/ffvertex_prog.c
src/mesa/main/texenvprogram.c
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The max texture coord units is still 8. All the fixed-function paths are
still limited to 8 too. But GLSL shaders can use more samplers now.
Note that some texcoord-related data structures are declared to be 16
elements in size rather than 8. This just simplifies the code in a few
places; the extra elements aren't accessible to the user.
These changes haven't been extensively tested yet, but sanity checking has
been done.
It should be possible to increase the max image units/samplers to 32 without
doing anything special. Beyond that we'll need longer bitfields in a few
places.
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Conflicts:
src/mesa/main/config.h
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As advised by gcc -pedantic.
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Previously 3D textures were mipmapped using multiple passed through
the 2D mipmap generation code. This had 3 disadvantages. First, the
extra passes were slow. Second, this required the allocation of a
temporary buffer to hold intermediate data. Third, and most
important, the extra passes caused loss of additional bits due to
integer division / bit-shifting.
With this change, our mipmapgen conformance test passes for
non-compressed texture formats.
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Note how if:
x + width == xmax + 0: width -= 0
x + width == xmax + 1: width -= 0
x + width == xmax + 2: width -= 1
So, the function was clipping to [xmin, xmax+1), not [xmin, xmax) like it was
supposed to. Same for ymax.
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The subsequent if/else cases always call _mesa_reference_fragprog() anyway.
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The subsequent if/else cases always call _mesa_reference_fragprog() anyway.
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get_fp_input_mask()
This is a work-around the for the fact that we do fragment shader state
validation before vertex shader validation (see comments in state.c) so in
get_fp_input_mask() we can't rely on ctx->VertexProgram._Current being up to
date yet.
This fixes a glean glsl1 test failure.
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The problem we're solving only occured when there was a user-defined
vertex shader but no fragment shader. Check for that case now.
Fixes glean api2 vertex array failure.
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