| Commit message (Collapse) | Author | Age | Files | Lines |
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Previously, when we created a gallium texture for a corresponding Mesa
texture we'd only allocate space for mipmap levels >= BaseLevel.
This patch undoes that mechanism. This fixes a render-to-texture bug
when rendering to level 0 when BaseLevel=1.
Also, it makes sense to allocate the whole texture object memory when
BaseLevel > 0 since a common use of GL_TEXTURE_BASE_LEVEL is to
progressively load/render mipmaps. Eventually, the app almost always
fills in the level=0 mipmap image.
Finally, the texture image code is bit easier to understand now.
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Most of the failure from using uninlined function calls ends up being
just bad rendering, but nested function calls in the VS currently hang
the GPU, so reject them and explain why.
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We were doubling up the offsets for the mipmap levels for CPU access.
Instead of reimplementing i945_miptree_layout_2d with 6 cube images
separated by qpitch, share that function and provide the level offsets
later.
Fixes piglit cubemap and fbo-cubemap.
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This should be functionally equivalent, with the possible exception of
NaN handling.
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We could use this to reduce constant register pressure, but for now it
makes the resulting program assembly much more readable.
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Print the program (plus its parameters) before calling
st_translate_mesa_program() in case we die in that function.
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Conflicts:
src/mesa/state_tracker/st_gen_mipmap.c
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Fixes incorrect stride when getting a compressed tex image.
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Before, this field was always zero for all the new mipmap levels.
Fixes problems with glGetTexImage() from a generated mipmap.
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Conflicts:
src/glx/dri2_glx.c
src/glx/glx_pbuffer.c
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Signed-off-by: Brian Paul <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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The removal of _glapi_noop_enable_warnings and _glapi_set_warning_func
in e4f168a6f4911a096be97d2e83ef8ad9c5862ec0 prevents DRI drivers built
before the commit from loading. Add stub versions of the functions to
make them load again.
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Signed-off-by: Eric Anholt <[email protected]>
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Signed-off-by: Eric Anholt <[email protected]>
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This struct is used to generate a hash, ignoring the entry boundaries.
Signed-off-by: Eric Anholt <[email protected]>
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Put it with other, similar functions.
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These compressed format switch cases shouldn't be hit if we don't
support the compressed texture extensions, but let's be safe and
ask the driver if they're supported as we do in other cases.
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Mipmap generation for compressed textures works now.
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In short what the code did before:
__DRIscreen *psp = NULL;
if (pcp)
psp = pcp->psb;
assert(psp);
if (psp->stuff)
other_stuff();
return psb->even_more(pcp);
Remove all that stupid checking which still segfaults/asserts later on and
just do what we do in driUnbindContext. Also limited testing show libGL never
call driUnbindContext or driBindContext with cPriv == NULL.
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doc additions: shader export ARRAY_BASE for EXPORT_POS: 60 is position,
61 is misc vec(VS_OUT_MISC_VEC - used here),
62, 63 are clip distance vectors(VS_OUT_CCDIST#)
sorry for formating - there seem to be so many different styles in r600
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there's no more vp results for point coords so we cannot iterate
over vp outputs. Use only Point.CoordReplace[i]
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The struct st_module isn't needed as it is the same thing as the st_api
struct. That is they both represent the API. Instead just use a single
function entry point to the the API.
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bo_legacy->tobj cannot be NULL before the call to driUpdateTextureLRU.
There is a NULL check earlier in the routine, and if bo_legacy->tobj is
NULL, memory is allocated.
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va_list is a mutable iterator. When passed to a function it will likely
point to somewhere else.
This fixes segmentation fault in glean vertProg1 on Ubuntu 9.10.
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Something is wrong with the images strides when compressing/decompressing
images...
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Try to specify render target bindings flags first. If that fails, try
again with just sampler view binding. Note that we try to create the
texture resource with render target binding flags later when we allocate
the texture. Then, in FBO validation, we check if we can actually render
to the textures. If that fails, we generate GL_FRAMEBUFFER_UNSUPPORTED_EXT.
Changes suggested by Jose.
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