| Commit message (Collapse) | Author | Age | Files | Lines |
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Stderr of Windows applications without console is not usually
visible.
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It's possible to hand a GL_COLOR_INDEX/GL_BITMAP image to glTexImage3D()
which gets converted to RGBA via the glPixelMap tables.
This fixes a failure with piglit/fdo10370 with Gallium.
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See sourceforge bug #2793846.
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When we render to a depth/stencil texture there are stencil bits.
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The former may point to the later.
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Don't really delete vertex array objects until the refcount hits zero.
At that time, unbind any pointers to VBOs.
(cherry picked from commit 32b851c80792623195069d7a41a5808cff3b2f6f)
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Every kind of object that can be shared by multiple contexts should be
refcounted.
(cherry picked from commit 1030bf0ded2a88a5e27f7a4d393c11cfde3d3c5a)
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The current texture for any particular texture unit is given an additional
reference in update_texture_state(); but if the context is closed before
that texture can be released (which is quite frequent in normal use, unless
a program unbinds and deletes the texture and renders without it to force
a call to update_texture_state(), the memory is lost.
This affects general Mesa; but the i965 is particularly affected because
it allocates a considerable amount of additional memory for each allocated
texture.
(cherry picked from master, commit c230767d6956b63a2b101acb48f98823bb5dd31a)
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Add a new flag mvp_with_dp4 in the context, and use that to switch
both ffvertex.c and programopt.c vertex transformation code to
either DP4 or MUL/MAD implementations.
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This is a quick fix for z fighting in quake4 caused by the mismatch
between vertex transformation here and in the position_invarient code.
Full fix would be to make this driver-tunable and adjust both
position_invarient and ffvertex_prog.c code to respect driver
preferences.
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We need to make sure the framebuffer state is up to date to make sure we
read pixels from the right buffer when doing a texture image copy.
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Already doing this for driver.flush()
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snprintf not directly available on Windows.
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As of commit 23ad86cfb91c294ce85a3116d4b825aaa3988a6e all messages go
through output_if_debug().
Add new parameter to output_if_debug() to indicate whether to emit a newline.
_mesa_warning() and _mesa_error() calls should not end their strings with \n.
_mesa_debug() calls should end their text with \n.
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Call FLUSH_VERTICES() in _mesa_Histogram().
No need to signal _NEW_PIXEL in ResetHistogram(), ResetMinmax().
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Calling _mesa_dump_textures() deleted the textures... oops!!!
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Need to do this to ensure vbo code unmaps its buffers before calling
the driver, which may be sitting on top of a memory manager which
objects to firing commands from a mapped buffer.
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This state flag will be used to indicate that vertex/fragment program
constants have changed. _NEW_PROGRAM will be used to indicate changes
to the vertex/fragment shader itself, or misc related state.
_NEW_PROGRAM_CONSTANTS is also set whenever a program parameter that's
tracking GL state has changed. For example, if the projection matrix is
in the parameter list, calling glFrustum() will cause _NEW_PROGRAM_CONSTANTS
to be set. This will let to remove the need for dynamic state atoms in
some drivers.
For now, we still set _NEW_PROGRAM in all the places we used to. We'll no
longer set _NEW_PROGRAM in glUniform() after drivers/etc have been updated.
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There's really no need for two negation fields. This came from the
GL_NV_fragment_program extension. The new, unified Negate bitfield applies
after the absolute value step.
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This fixes a regression in fbotest1 on 915, where a transition from
color+vertex array enabled to texcoord0+vertex array enabled wouldn't trigger
program update on the second _mesa_update_state of DrawArrays, and we'd sample
a constant texcoord of 0,0,0,1 instead of the array.
The double state update in DrawArrays from
1680ef869625dc1fe9cf481b180382a34e0738e7 still needs fixing.
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If the walk callback called _mesa_HashRemove() we'd deadlock.
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For testing, it's very useful to be able to test on a debug build,
while suppressing the debug messages (messages that are by default
suppressed in a release build), in order to see the same behavior
that users of release builds will see.
For example, the "piglit" test suite will flag an error on
programs that produce unexpected output, which means that a
debug build will always fail due to the extra debug messages.
This change introduces a new value to the MESA_DEBUG
environment variable. In a debug build, explicitly setting MESA_DEBUG
to "0" will suppress all debug messages (both from _mesa_debug() and
from _mesa_warning()). (The former behavior was that debug
messages were never suppressed in debug builds.)
Behavior of non-debug builds has not changed. In such a build,
_mesa_debug() messages are always suppressed, and _mesa_warning()
messages will be suppressed unless MESA_DEBUG is set *to any value*.
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This format is layered on MESA_FORMAT_RGB888 so the component order is
actually BGR.
Fixes glean pixelFormat failures.
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It was only set to GL_TRUE in one place where it isn't really needed
(glGetTexImage(sRGB format)).
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