Commit message (Collapse) | Author | Age | Files | Lines | |
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* | dri1: Add a macro to validate two dri drawables in one go. | Thomas Hellstrom | 2009-01-20 | 1 | -0/+22 |
| | | | | | | | | Dri drivers often may validate first a write drawable and then a read drawable ("readable"). However, the hardware lock may be unlocked when validating the readable, causing the write drawable status to be stale. Drivers should use this macro instead when validating two drawables. | ||||
* | mesa: fix build of stand-alone glslcompiler driver | Brian Paul | 2009-01-19 | 1 | -1/+1 |
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* | i965: fix polygon culling bug when rendering to a texture/FBO | Brian Paul | 2009-01-16 | 1 | -12/+13 |
| | | | | | | Since we use an inverted viewport transformation for render to texture, that inverts front/back polygon orientation. Now glCullFace(GL_FRONT / GL_BACK) works correctly. | ||||
* | intel: added intel_rendering_to_texture() helper function. | Brian Paul | 2009-01-16 | 1 | -0/+17 |
| | | | | | When we're rendering to textures we have to invert the viewport transformation. This helper cleans up that test and can be used elsewhere... | ||||
* | mesa: remove GL_DEPTH_TEST + no depth buffer test | Brian Paul | 2009-01-16 | 1 | -4/+0 |
| | | | | | One could enable depth testing before binding an FBO that has a depth buffer so this test is no longer useful or correct. | ||||
* | glsl: fix broken sampler assignments | Brian Paul | 2009-01-16 | 1 | -1/+2 |
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* | i915: fallback on transfer mode | Xiang, Haihao | 2009-01-16 | 1 | -0/+6 |
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* | windows: updated mesa.def file | Karl Schultz | 2009-01-15 | 1 | -0/+5 |
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* | glsl: use _mesa_sprintf() | Brian Paul | 2009-01-15 | 1 | -2/+2 |
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* | glsl: move declaration before code | Brian Paul | 2009-01-15 | 1 | -1/+1 |
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* | mesa: check frambuffer complete status before rendering | Alan Hourihane | 2009-01-15 | 1 | -13/+20 |
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* | mesa: bump version to 7.3-rc2mesa_7_3_rc2 | Brian Paul | 2009-01-14 | 1 | -1/+1 |
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* | glsl: fix comment | Brian Paul | 2009-01-14 | 1 | -1/+1 |
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* | glsl: minor clean-up for rect sampler test | Brian Paul | 2009-01-14 | 1 | -5/+18 |
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* | r300: work-around FRAG_BIT_FOGC warning/error | Brian Paul | 2009-01-14 | 2 | -0/+12 |
| | | | | | | | See bug 17929. Fog doesn't actually work, but the often complained about warning is silenced. | ||||
* | i965: asst. fixes, work-arounds for FBOs and render to texture | Brian Paul | 2009-01-14 | 3 | -2/+21 |
| | | | | | | | | | | | | | | OpenGL allows mixing and matching depth and stencil renderbuffers in framebuffer objects while the hardware really only supports interleaved depth/stencil buffers. This makes for some tricky buffer management. An extra wrinkle is the situation where the user allocates a 16bpp depth texture or renderbuffer then tries to render to it along with a stencil buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and mix in the stencil values to setup the depth/stencil renderbuffer. There's no support for that now, so always allocate 32bpp depth textures/ renderbuffers for now. | ||||
* | i965: fix incorrect renderbuffer DataType assignment | Brian Paul | 2009-01-14 | 1 | -2/+6 |
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* | i965: fix some FBO depth/stencil assertions | Brian Paul | 2009-01-14 | 1 | -2/+5 |
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* | intel: SW fallback maps texture images, not texture coordinates | Ian Romanick | 2009-01-14 | 1 | -2/+2 |
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* | glsl: propagate pragma info down into compiler from preprocessor | Brian Paul | 2009-01-14 | 8 | -24/+90 |
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* | glsl: simplify IR storage for samplers | Brian Paul | 2009-01-14 | 4 | -13/+34 |
| | | | | Don't overload the Size field with the texture target, to avoid confusion. | ||||
* | mesa: fix incorrect transformation of GL_SPOT_DIRECTION | Brian Paul | 2009-01-14 | 2 | -1/+14 |
| | | | | This was changed between GL 1.0 and 1.1. Mesa still had the 1.0 behaviour. | ||||
* | Treat image units and coordinate units differently. | Ian Romanick | 2009-01-14 | 1 | -3/+28 |
| | | | | | | | | | | | | Previously MaxTextureUnits was used to validate both texture image units and texture coordinate units in fragment programs. Instead, use MaxTextureCoordUnits for texture coordinate units and MaxTextureImageUnits for texture image units. Fixes bugzilla #19468. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> | ||||
* | glsl: fix regression from sampler arrays commit | Alan Hourihane | 2009-01-14 | 1 | -3/+1 |
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* | i965: indentation fixes | Brian Paul | 2009-01-14 | 2 | -9/+15 |
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* | i965: allow larger AA points on fallback path | Brian Paul | 2009-01-14 | 1 | -0/+3 |
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* | i965: fix indentation | Brian Paul | 2009-01-14 | 1 | -5/+6 |
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* | i965: comment for emit_kil() | Brian Paul | 2009-01-14 | 1 | -0/+4 |
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* | mesa: put _NV suffix on a few opcodes | Brian Paul | 2009-01-14 | 1 | -5/+6 |
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* | i965: fix indentation | Brian Paul | 2009-01-14 | 1 | -7/+7 |
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* | intel: bump driver date | Xiang, Haihao | 2009-01-14 | 1 | -1/+1 |
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* | glsl: fix a comment typo | Alan Hourihane | 2009-01-14 | 1 | -1/+1 |
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* | glsl: support sampler arrays. | Alan Hourihane | 2009-01-14 | 3 | -11/+49 |
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* | glsl: add preprocessor support for #pragma | Brian Paul | 2009-01-13 | 3 | -1/+74 |
| | | | | | | Two forms are supported: Pragmas are silently ignored at this time. | ||||
* | windows: try to create a context in wglCreateLayerContext() | Karl Schultz | 2009-01-13 | 1 | -1/+2 |
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* | i965: fix glDrawPixels Z coordinate in intel_texture_drawpixels(). | Brian Paul | 2009-01-12 | 1 | -4/+8 |
| | | | | As for glBitmap, it needs to be an NDC coord in [-1,1]. | ||||
* | i965: fix broken glBitmap + depth test | Brian Paul | 2009-01-12 | 1 | -4/+16 |
| | | | | | | | | | When we use the do_blit_bitmap() function, it seems the fragment Z is always 1.0. If depth testing is on, that means that bitmap fragments are often occluded by other rendering. So, the bitmap doesn't appear even if rasterpos.Z==0. The fix is to use the intel_texture_bitmap() path when depth testing is on. Also, fix the incorrect Z coordinate. It needs to be an NDC value in [-1,1]. | ||||
* | i965: fix broken ARB fp fog options | Brian Paul | 2009-01-12 | 2 | -52/+6 |
| | | | | | | | Just call _mesa_append_fog_code() if the fragment program's FogOption is not GL_NONE. This allows us to remove some unnecessary i965 fog code. Note, the arbfplight.c demo can be used to test this (see DO_FRAGMENT_FOG). | ||||
* | glsl: better fix for for-loop scope issue (commit ↵ | Brian Paul | 2009-01-12 | 3 | -31/+4 |
| | | | | 6333005f7aea3e5d1d86a5c47b3fa2a1ed2f3ff0) | ||||
* | Big endian fixes. | Matthieu Herrb | 2009-01-11 | 1 | -1/+2 |
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* | build fix on big endian OpenBSD architectures. | Matthieu Herrb | 2009-01-11 | 1 | -0/+6 |
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* | replace nearbyint() by rint() for now. | Matthieu Herrb | 2009-01-11 | 1 | -1/+1 |
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* | __builtin_expect is a gcc 3.x feature. define it out for gcc 2.95. | Matthieu Herrb | 2009-01-11 | 1 | -0/+4 |
| | | | | Patch suggested by miod@. Thanks. | ||||
* | mesa: deprecate GL/amesa.h header (allegro driver) | Brian Paul | 2009-01-10 | 2 | -1/+66 |
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* | mesa: deprecate the GL/fxmesa.h header | Brian Paul | 2009-01-10 | 2 | -1/+104 |
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* | xmesa: deprecate the "XMesa" interface | Brian Paul | 2009-01-10 | 7 | -4/+709 |
| | | | | | Move the include/GL/xmesa*.h files to src/mesa/drivers/x11/ so they're no longer considered public. | ||||
* | glsl: force creation of new scope for for-loop body | Brian Paul | 2009-01-10 | 1 | -0/+18 |
| | | | | | | | | | | | Fixes regression in progs/demos/convolution.c due to loop unrolling. This also allows the following to be compiled correctly: for (int i = 0; i < n; i++) { int i; ... } This fix is a bit of a hack, however. The better fix would be to change the slang_shader.syn grammar. Will revisit that... | ||||
* | glsl: replace 0/1 with GL_FALSE/GL_TRUE | Brian Paul | 2009-01-10 | 1 | -18/+18 |
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* | swrast: Fix GL_ATI_separate_stencil | Ian Romanick | 2009-01-09 | 1 | -0/+2 |
| | | | | | | GL_ATI_separate_stencil is enabled by default for software rasterizers, but the extension functions weren't hooked up to the dispatch table. | ||||
* | glsl: make minimum struct size = 2, not 1 | Brian Paul | 2009-01-09 | 1 | -1/+8 |
| | | | | | | | 1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders. |