| Commit message (Collapse) | Author | Age | Files | Lines |
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See bug 16866.
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This branch introduces new FRAG_ATTRIB_FACE and FRAG_ATTRIB_PNTC fragment
program inputs for GLSL gl_FrontFacing and gl_PointCoord. Before, these
attributes were packed with the FOG attribute. That made things
complicated elsewhere.
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Previously, the FOGC attribute contained the fragment fog coord, front/back-
face flag and the gl_PointCoord.xy values. Now each of those things are
separate fragment program attributes. This simplifies quite a few things in
Mesa and gallium.
Need to test i965 driver and fix up point coord handling in the gallium/draw
module...
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Conflicts:
src/mesa/main/state.c
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Conflicts:
src/mesa/main/api_validate.c
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The results were incorrect for some negative values of A.
See bug 21872.
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Conflicts:
src/mesa/state_tracker/st_cb_fbo.c
src/mesa/state_tracker/st_framebuffer.c
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Add _NEW_PROGRAM_CONSTANTS to _SWRAST_NEW_DERIVED.
This makes sure that we update the fragment shader's constants when state
vars (such as point size) changes.
Fixes the progs/glsl/points.c demo.
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It's possible for mis-behaving vertex programs to produce vertex data
with very large/NaN values. This doesn't get handled reliably by the
clipper code so we may try to rasterize triangles that extend beyond
the viewport/window. Always clip spans to avoid invalid memory accesses
later.
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Since shared array objects may point to the null/default buffer object,
the null/default buffer object should be part of the shared state.
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If a horizontal span of pixels was located at x < 0 we could sometimes
read/write outside of renderbuffer bounds.
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See bug 21461.
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This came from commit 1b2ab023673261b4b942e1126c0b599d02fbd4a0
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Need to clamp default point size to min/max range before checking if it's one.
Fixes glean pointAtten test.
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Fixes a regression from commit 76ac75af8e5481b498981c133836efa2101be2dc.
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Also, clean up the logic involved in choosing per-vertex vs. per-fragment
primary+secondary color addition.
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The texture border color must be interpreted according to the texture's
base format. For example, for a GL_ALPHA texture, sampling the border
color should return (0,0,0,borderAlpha). This wasn't an issue here until
I removed the legacy texenv code (we always use the combiner path now).
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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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Use MAX_COMBINER_TERMS instead of 4.
Rename some vars.
Update comments.
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The code's cleaner and a step toward supporting float-valued texture sampling.
Some optimizations for common cases can be added and re-enabled...
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We weren't putting the right colors into the back buffer in this mode.
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This is a (partial) backport of the signed texture format support in OGL 3.1.
Since it wasn't promoted from an existing extension roll our own.
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The MAX-based function can produce values that are non-monotonic for a span
which causes glitches in texture filtering. The sqrt-based one avoids that.
This is perhaps slightly slower than before, but the difference
probably isn't noticable given we're doing software mipmap filtering.
Issue reported by Nir Radian <[email protected]>
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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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It was only used in one place in swrast.
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This was never fully fleshed out and hasn't been used.
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Using _EnabledUnits was wrong because it included vertex texture units.
This change plus the prev commit fixes occasional failures of glean/glsl1
vertex texture test failure.
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Remove all references to aux buffers 1..3. Keep AUX0 around for now just
in case, but it'll probably go too someday. I don't know of any OpenGL
drivers since the IRIX days that support aux color buffers.
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