| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts part of commit 298be2b028263b2c343a707662c6fbfa18293cb2
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This may break the SUNOS4 build, but it's no longer relevant.
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This may break the SUNOS4 build, but it's no longer relevant.
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This may break the SUNOS4 build, but it's no longer relevant.
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Remove const qualifier from _mesa_HashLookup() table parameter to
avoid LOCK/UNLOCK warnings in the function body.
Signed-off-by: Brian Paul <[email protected]>
(cherry picked from commit 3094adb3caeb90124359db2356df3bf8ee94800a)
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Signed-off-by: Brian Paul <[email protected]>
(cherry picked from commit 7c7247ddbf6e3f7f93e44c1cb52490044f1a2215)
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__builtin_clz with parameter 0 has undefined value. When
using -O3 optimizing this would result to too large next
power of two value.
Fix is to check if passed value is 1 and modify formula
for that case.
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Add explicit casts, fix constant types, fix variable types.
Fixes about 340 warnings in MSFT Visual Studio.
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This extension is now implemented in the GLSL compiler so it can be
enabled by other drivers where applicable.
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Still used by some applications.
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Python does not have the function abort.
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just to convert it back to GLuint to call unpack_depth_span.
Also removes a difference between the 24/8 and 8/24 texstore routines.
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Conflicts:
src/gallium/drivers/nv10/nv10_state.c
src/gallium/drivers/nv20/nv20_state.c
src/gallium/drivers/nv50/nv50_program.c
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The point size min/max registers (unused by mesa state tracker) were removed
since most hardware couldn't do much with them. However, we don't want to have
to rely on hw to do point size clamping correctly to implementation
dependent limits, hence have to do that in the vertex shader. This should also
solve a potential problem with (non-AA) points smaller than 1.0 which according
to OGL still have size 1.0.
Note that OGL point rendering is odd, in particular point sprites are rasterized
differently to points. Some hardware might support those different modes, but in
any case the different clamping values used for smooth/multisampled/sprite
enabled points might help a bit for hw which rasterizes points the same as point
sprites.
Also tweak mesa's ff to vertex shader translation so don't have to clamp twice in
case of point attenuation.
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If the texture priority field is 0.125 set the PROG_PARAM_BIT_CYL_WRAP
flag. The gallium state tracker will look for this flag.
This feature is only for testing purposes and may be remove at some
point. But if it's useful we could write a GL/Mesa extension to
expose it properly.
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This object can be shared with another context, so we cannot just
delete it when the owning context is being destroyed.
Ensuring that buffer objects are properly refcounted guarantees
NullBufferObj is destroyed when all references to it are removed.
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Always use _mesa_reference_buffer_object, and never call
ctx->Driver.DeleteBuffer() directly to prevent dangling pointers to the
null buffer object.
This fixes crash/assertions in sharedtex_mt and Autodesk Mudbox.
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Without subtracting one pow2 value would be rounded up to next pow2
which is not correct behaviour for the function.
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With gcc implementation uses __builtin_clr which counts number of
leading zeros.
Fallback implementation uses bit manipulation. First it duplicates
the highest bit to all lower bits and then adds one to get the power
of two number.
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GL_TRUE indicates that the driver accepts the program.
GL_FALSE indicates the program can't be compiled/translated by the
driver for some reason (too many resources used, etc).
Propogate this result up to the GL API: set GL_INVALID_OPERATION
error if glProgramString() was called. Set shader program link
status to GL_FALSE if glLinkProgram() was called.
At this point, drivers still don't do any program checking and
always return GL_TRUE.
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We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.
It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.
Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.
Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.
A new piglit test (texunits.c) tests the various texture unit limits.
I'm pretty sure I've got this all right now, but additional reviews
are welcome...
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These are limited to the number of texture coordinate units.
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