| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
docs/relnotes-7.10.html
This branch is a re-do of the primitive-restart branch with all
the intermediate/temporary stuff cleaned out.
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Fixes failure with glReadPixels(format=GL_RG)
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It was used by the "neutral" tnl module that was dropped in
81ccb3e2ce708619f4c23537a237d61bdffdd35f.
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Everything should be able to support 1.20 at this point.
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This fixes erroneous "bad format in do_row()" messages
Signed-off-by: Brian Paul <[email protected]>
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Include compiler.h for ASSERT symbol.
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Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage. Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage. As a result, some slots will be NULL. This makes things a
little more complex in the linker, but it simplifies things in other
places.
As a side effect _NumLinkedShaders is removed.
NOTE: This may be a candidate for the 7.9 branch. If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
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These were left-over bits from when convolution was removed.
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GLES1 and GLES2 install their own exec pointers and don't need the
Save table. Also, the SET_* macros use different indices for the different
APIs so the offsets used in vtxfmt.c are actually wrong for the ES APIs.
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Just always check for FLUSH_UPDATE_CURRENT and call Driver.BeginVertices
when necessary. By using the unlikely() macros, this ends up as
a 10% performance improvement (for isosurf, anyway) over the old,
complicated function pointer swapping.
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Actually validate that the implementation supports the particular
shader target as well. Previously if a driver only supported vertex
shaders, for example, glCreateShaderObjectARB would gladly create a
fragment shader.
NOTE: this is a candidate for the 7.9 branch.
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__GLcontextModes is always only used as an implementation internal struct
at this point and we shouldn't install glcore.h anymore. Anything that
needs __GLcontextModes should just include the struct in its headers files
directly.
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This adds proper support for the GL_ARB_shader_stencil_export extension
to the GLSL compiler. Thanks to Ian for pointing out where I need to add things.
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this improves mesa texstore for 8/24 so it can create S24X8/X24S8 variants
by keeping the depth bits static.
it also adds a texstore for S8 so we can write out an S8 texture to use
in the sampler for accel draw pixels to save memory bw.
The logic seems sound here, I've worked it out a few times on paper, though
it would be good to have some review.
Signed-off-by: Dave Airlie <[email protected]>
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this is needed to add support for stencil shader export.
Signed-off-by: Dave Airlie <[email protected]>
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If an GLSL shader is used that does not provide all stages and
assembly shaders are provided for the missing stages, validate the
assembly shaders.
Fixes bugzilla #30787 and piglit tests glsl-invalid-asm0[12].
NOTE: this is a candidate for the 7.9 branch.
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If FEATURE_texture_s3tc is not defined, FXT1 formats would erroneously
fall through to the MESA_FORMAT_RGBA_FLOAT32 case.
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EXT_texture_compression_rgtc
Change the name in the extension tracking structure to ARB (from EXT).
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Fixes several problems:
The half-float, float, and integer internal formats depend on
ARB_texture_rg and other extensions.
RG_INTEGER is not a valid internal format.
Generic compressed formats depend on ARB_texture_rg, not
EXT_texture_compression_rgtc.
Use GL_RED instead of GL_R.
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The 965 driver would try to set up storage for the W component, and
the offsets would get mixed up.
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Remove duplicated includes.
Signed-off-by: Brian Paul <[email protected]>
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I'm still not pleased with how builtin uniforms are handled, but as
long as we're relying on the prog_statevar stuff this seems about as
good as it'll get.
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This is only used in the i915 driver where it provides little benefit
for very few applications that use it with fixed function TNL.
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This extension was never enabled in any driver.
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As per discussions at XDS.
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