| Commit message (Collapse) | Author | Age | Files | Lines |
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add new entrypoints, new texture format, etc
translate in texenvprogram.c for drivers using the mesa-generated tex env
fragment program
also handled in swrast, but not tested (cannot work due to negative texel
results not handled correctly)
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In the i965, the FBO coordinate system is inverted from the standard
OpenGL/Mesa coordinate system; that means that the viewport and the
polygon face orientation have to be inverted if rendering to a FBO.
The viewport was already being handled correctly; but polygon face
was not. This caused a conform failure when rendering to texture with
two-sided lighting enabled.
This fixes the problem in the i965 driver, and adds to the comment about
the gl_framebuffer "Name" field so that this isn't a surprise to other
driver writers.
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It was only used in one place in swrast.
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A bit of refactoring with an eye toward ES2 and GL 3.1
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This was never fully fleshed out and hasn't been used.
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Signed-off-by: Alan Coopersmith <[email protected]>
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Useful for debugging to override an application's shader.
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Otherwise two threads might think each made the refcount go zero.
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Windows threads block if one over-unlocks them.
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Namelly, FlushMappedBufferRange takes a subrange relative to the original
range.
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When a hw driver fell back to swrast, swrast wasn't always getting informed
of program changes. When fixed function is translated into shaders, flags
like _NEW_LIGHT, _NEW_TEXTURE, etc. should really signal _NEW_PROGRAM.
In this case, swrast wasn't seeing _NEW_PROGRAM when new fragment shaders
were generated.
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Conflicts:
scons/gallium.py
src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
src/gallium/include/pipe/p_defines.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_exec_draw.c
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Will be needed in coming GL extensions (GL_map_buffer_range, GL 3.0).
Will be used by the vbo module to avoid reallocating vbo's at each
draw primitive call.
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Provides notification to the VBO modules prior to the first immediate call.
Pairs with FlushVertices()
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On Windows snprintf is renamed as _snprintf.
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(cherry picked from commit 816fbeaa813e5cdca314a39677c74c8dc700d35a)
Conflicts:
src/mesa/main/get.c
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(cherry picked from commit 1e3a44fab068f00378613456036716d0c3772969)
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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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(cherry picked from commit 1e2f57425153d73646fde7c91c16aa5559491556)
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These arrays will indicate per-input or per-output options for vertex/fragment
programs such as centroid-sampling and invariance.
(cherry picked from commit b730d0d3e9b202b17a0815cb820fc9905f35cb98)
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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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This reverts commit cdaaf8e107010624bed4abdf9553c0ef63c8b708.
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We were accidentally using the fixed-function logic when a vertex shader was
being used.
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Dots is re-used if more than one light is enabled. Previously
the negate flag of dots may affect next light.
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cherry-picked from master: 4550b0562d5b59890fccb0e7eb0dbef967d1ccf9
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Another conditional can be avoided.
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Need to clear the _ReallyEnabled field before possibly continuing the loop.
Also, set _Current pointer to NULL if the unit is no longer enabled.
Fixes piglit lodbias regression
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Fixes piglit copytexsubimage regression.
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For regular GL, we must have vertex positions in order to draw. But ES2
doesn't have that requirement (positions can be computed from any array
of data).
See bug 19911.
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With FBOs one could enable stencil before a stencil buffer is later bound.
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Only true if stenciling is enabled, and there's a stencil buffer.
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This field should not include vertex textures. It indicates the coord
inputs for fragment / fixed-function processing.
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We can avoid a few iterations this way.
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