| Commit message (Collapse) | Author | Age | Files | Lines |
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Thanks to Brian for the refactor commit
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Move _mesa_init_all_x86_transform_asm() into x86.c so that common_x86.c
has no dependencies on the vertex transformation code.
Plus some comments and clean-ups.
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Namelly, FlushMappedBufferRange takes a subrange relative to the original
range.
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This fixed a minor bug but broke everything else.
This reverts commit 579ef8ab1984d895867f547afa60b3bec4c4599a.
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Add asserts for expected values on wakeup and flush. Remove cases where
this flag is set or cleared except when waking up and flushing vbo module.
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See bug 20319.
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The core reference counting code is centralized in p_refcnt.h.
This has some consequences related to struct pipe_buffer:
* The screen member of struct pipe_buffer must be initialized, or
pipe_buffer_reference() will crash trying to destroy a buffer with reference
count 0. u_simple_screen takes care of this, but I may have missed some of
the drivers not using it.
* Except for rare exceptions deep in winsys code, buffers must always be
allocated via pipe_buffer_create() or via screen->*buffer_create() rather
than via winsys->*buffer_create().
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For some reason makedepend doesn't seem to find the dependency on this
header in these two files. Directly including the header is a work-around.
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Not needed since renderbuffers are ref-counted.
Fixes progs/demos/shadowtex.
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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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Using PIPE_BUFFER_USAGE_DONTBLOCK.
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Previously would have to allocate a new VBO after firing a draw command
as subsequent call to Map() on old VBO might block if the driver had
submitted the commands to hardware.
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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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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.
(cherry picked from master, commit ca03e881a8d8fa3e36a601238559c20311373633)
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These functions need to return the final computed value.
Now expressions such as a = (b += c) work properly.
Also, no need to use __asm intrinsics in these functions. The resulting
code is the same when using ordinary arithmetic operators and is more legible.
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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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MS CRT libraries already provide a default DllMain entrypoint, and
MS Linker will complain if it finds the same symbol in two different
libraries. Therefore the DllMain has to be in (each) winsys.
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Silences MSVC.
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This fixes cases such as:
vec4 v4;
vec2 v2;
v4.xz.yx = v2;
The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw;
Helps to fix the Humus Domino demo. See bug 19189.
(cherry picked from commit 9736d8f03364068c9ca786f88a4c2881d98d5768)
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(cherry picked from commit 724ed5b84bc2491da244d091de889d5b35503b5d)
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Now only the samplers that are actually used by texture() functions are
saved in the uniform variable list. Before, we could run out of samplers
if too many were declared while only some of them were actually used.
(cherry picked from commit 1fad6ccb756ae33ca3115f59c99ca8abbeb0321e)
Conflicts:
src/mesa/shader/slang/slang_link.c
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