| Commit message (Collapse) | Author | Age | Files | Lines |
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glsl compiler will not generate OPCODE_SWZ, and as a first step it would
be translated away to a MOV anyway (why?), but later internally this opcode is
generated (for EXT_texture_swizzling).
(cherry picked from commit 4ef1f8e3b52a06fcf58f78c9c36738531b91dbac)
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Fixes glean depthStencil test.
(cherry picked from commit 3885b708fdbb7bbd5dd3a247c41fb9a75ee7c057)
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Fixes the render-to-texture test in progs/tests/getteximage.c
(cherry picked from commit a03b349153660e449daf4f56d750f1caef23b1a5)
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(cherry picked from commit 4dc426c01627a240bd5b148c1804c45b0d5ecd6c)
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Be clearer that this is the number of generic vertex program/shader
attributes, not counting the legacy attributes (pos, normal, color, etc).
(cherry picked from commit 4a95185c9f30c2de7a03bb1a0653f51b53b1111d)
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(cherry picked from commit d2a74d76c96957cf0294dcf40d29526621ada95e)
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Call the _mesa_set_enable() functions instead of driver functions, etc.
Also, add missing code for 1D/2D texture arrays.
(cherry picked from commit aac19609bfd7c950b2577489b06886c8a8097bb2)
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If we're running a vertex program to emulated fixed-function, we still need
to treat vertex arrays/attributes as if we're in fixed-function mode.
This should probably be back-ported to Mesa 7.5 after a bit more testing.
(cherry picked from commit dda82137d28aba846dda73da230871c115e30aaf)
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When a GLSL sampler reads from an incomplete texture it should
return (0,0,0,1). Instead of jumping through hoops in all the drivers
to make this happen, just create/install a fallback texture with those
texel values.
Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some
GPU lockups when trying to sample from missing surfaces. If a binding
table entry is NULL, it seems that sampling sometimes works, but not
always (lockup).
Todo: create a fallback texture for each type of texture target?
(cherry picked from commit 3f25219c7bf0f090502489928f0f018e62c4f6cf)
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Fixes oglconform zbfunc.c and pxtrans-cidraw.c, at least.
(cherry picked from commit 405300bb190f516e16b704050abe3389b366ed27)
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The CALL_DrawArrays was leaking the clear's primitives into the display
list with GL_COMPILE_AND_EXECUTE. Use _mesa_DrawArrays instead, which
doesn't appear to leak. Fixes piglit dlist-clear test.
(cherry picked from commit 64edde1004f7a69e77877bba24d315a92bcd47c8)
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Fixes #22181. R200 requires this since DP4 is used in hw tnl mode.
R300 prefers it (should be faster due to no instruction dependencies), but
both methods should be correct (when sw tcl is used though, MUL/MAD might
be faster). Probably doesn't make much difference for R100 since vertex progs
are executed in software anyway, but let's just keep it the same there too.
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Fixes leak running compiz with direct rendering.
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Mesa and gallium both have a definition of this macro
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(cherry picked from commit 42e9bde0fa2276b8f5bb434328eea7665794b127)
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With 1D textures, GL_TEXTURE_WRAP_T should be ignored (only
GL_TEXTURE_WRAP_S should be respected). But the i965 hardware
seems to follow the value of GL_TEXTURE_WRAP_T even when sampling
1D textures.
This fix forces GL_TEXTURE_WRAP_T to be GL_REPEAT whenever 1D
textures are used; this allows the texture to be sampled
correctly, avoiding "imaginary" border elements in the T direction.
This bug was demonstrated in the Piglit tex1d-2dborder test.
With this fix, that test passes.
(cherry picked from commit ab6c4fa582972e25f8800c77b5dd5b3a83afc996)
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One warning message:
drm_i915_getparam: -22
was still being sent to fprintf(). This causes all Piglit tests to fail,
even with MESA_DEBUG=0.
Using _mesa_warning() to emit the message allows the general Mesa controls
for messages like this to be applied.
(cherry picked from commit bc3270e99f5c39544aaf831742db14796ab83a6a)
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When out of memory (in at least one case, triggered by a longrunning
memory leak), this code will segfault and crash. By checking for the
out-of-memory condition, the system can continue, and will report
the out-of-memory error later, a much preferable outcome.
(cherry picked from commit 44a4abfd4f8695809eaec07df8eeb191d6e017d7)
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If there is no shared context, there is no purpose in rebinding the same
texture. In some artificial tests this improves performance 10% - 30%.
(cherry picked from commit 7f8000db8bd45bb95bda4a4f8535c49b8ef74254)
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This saves doing swtnl from uncached memory, which is painful. Improves
clutter test-text performance by 10% since it started using VBOs.
(cherry picked from commit a945e203d4fe254593bc0c5c5d6caca45e65f9f7)
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(cherry picked from commit 8ec6e036792decf5149a209e51cb5e93ccc5c754)
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Fixes failed viewport updates on glxgears (and other apps) resize since
e41780fedc2c1f22b43118da30a0103fa68b769f.
Bug #20473.
(cherry picked from commit 0e83e8f51af07a3066519f169f07d9afbf23252e)
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Noticed while debugging a weird 1D FBO testcase that left its existing
viewport and projection matrix in place when switching drawbuffers. Didn't
fix the testcase, though.
(cherry picked from commit 3a521d84ecc646fcc65fa3fe7c5f1fdbdebe8bc2)
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Instead, stash the debug info under the handy debug flag.
Bug #20053
(cherry picked from commit 22690482e692cb5ed2f84d3e69545c09292e3484)
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Both EXT_fbo and ARB_fbo agree on this. Fixes a segfault in the metaops
mipmap generation in Intel for SGIS_generate_mipmap of S3TC textures in
Regnum Online.
Bug #21654.
(cherry picked from commit 0307e609aa3e707eeb40051bd664d36f2340ba9b)
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The _Enabled field isn't updated at the point that DrawBuffers is called,
and the Driver.Enable() function does the testing for stencil buffer
presence anyway.
bug #21608 for Radeon
(cherry picked from commit 4c6f82989983eecc0b3b724716cb3bcb675664c5)
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The docs actually explain this, but not in a terribly clear manner.
This nearly fixes the piglit cubemap testcase, except that something's
going wrong with the nearest filtering at 2x2 sizes in the testcase.
Looks good by visual inspection, though.
Bug #21692
(cherry picked from commit 5c5a46884899ea25cdf25545d6ab3d9a74eafa3a)
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I don't have a testcase for this, but it seems clearly wrong.
(cherry picked from commit dc657f3929fbe03275b3fae4ef84f02e74b51114)
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Before, if the VP output something that is in the attributes coming into
the WM but which isn't used by the WM, then WM would end up reading subsequent
varyings from the wrong places. This was visible with a GLSL demo
using gl_PointSize in the VS and a varying in the WM, as point size is in
the VUE but not used by the WM. There is now a regression test in piglit,
glsl-unused-varying.
(cherry picked from commit 0f5113deed91611ecdda6596542530b1849bb161)
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(cherry picked from commit 64980125c76b05501a6fe7fe20fe52438f459129)
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This comes from a radeon-rewrite fallback fix, but may also fix stencil
clear failure when the polygon winding mode is flipped.
(cherry picked from commit d866abeffc7e4a29736fa35fb8ac09c3a28a44d6)
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(cherry picked from commit d4a42b0ce6455d03be70aa56aacd779be193aca4)
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This looks to be a win of a few percent in cairogears with new vbo code,
thanks to not polluting caches.
(cherry picked from commit aa422b262509bc0763a50f63a51a1730139ea52f)
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The first time a context is bound to a drawable, the viewport and scissor
bounds are initialized to the buffer's size. This is actually a bit tricky.
A new _mesa_check_init_viewport() function is called in several places
to check if the viewport has been initialized. We also use a new
ctx->ViewportInitialized flag instead of the overloaded
ctx->FirstTimeCurrent flag.
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Fixes segfault in progs/xdemos/glxgears_pixmap.c
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Two parts to this:
One we don't keep pointers to possibly freed memory anymore once we unbind the
drawables from the context. Brian I need to figure out what the comment
you made there, can we get a glean/piglit test so we can fix it properly?
If the new gc is the same as the oldGC, we call the unbind even though
we just bound it in that function. doh.
(cherry picked from master, commit 77506dac8e81e9548a7e9680ce367175fe5747af)
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For the TXP instruction we check if the texcoord is really a 4-component
atttibute which requires the divide by W step. This check involved the
projtex_mask field. However, the projtex_mask field was being miscalculated
because of some confusion between vertex program outputs and fragment
program inputs.
1. Rework the size_masks calculation so we correctly set bits corresponding
to fragment program input attributes.
2. Rename projtex_mask to proj_attrib_mask since we're interested in more
than just texcoords (generic varying vars too).
3. Simply the indexing of the size_masks and proj_attrib_mask fields.
4. The tracker::active[] array was mis-dimensioned. Use MAX_PROGRAM_TEMPS
instead of a magic number.
5. Update comments, add new assertions.
With these changes the Lightsmark demo/benchmark renders correctly, until
we eventually hit a GPU lockup...
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A 0 by 0 viewport size is legal. Don't clamp against lower bound of one.
The error checking earlier in the function prevents negative values.
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The results were incorrect for some negative values of A.
See bug 21872.
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Fixes memory leak when destroying framebuffers.
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Before, if a vertex shader's outputs didn't exactly match a fragment
shader's inputs we could wind up with invalid TGSI shader declarations.
For example:
Before patch:
DCL OUT[0], POSITION
DCL OUT[1], COLOR[1]
DCL OUT[2], GENERIC[0]
DCL OUT[3], GENERIC[0] <- note duplicate [0]
DCL OUT[4], GENERIC[2]
After patch:
DCL OUT[0], POSITION
DCL OUT[1], COLOR[1]
DCL OUT[2], GENERIC[0]
DCL OUT[3], GENERIC[1]
DCL OUT[4], GENERIC[2]
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