| Commit message (Collapse) | Author | Age | Files | Lines |
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When approaching y = x * 0xffffffff / 0xffffff with bit arithmetic, the
8 least significant bits of y should come from the
8 most significant bits of x.
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This prevents the width / height from being clipped to the window size before
the texture is allocated. This matches intelCopyTexImage1D.
This should fix bug #21227
Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 129f311673c99eb912d659023e50bc5f0ef53249)
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The pstipple, aaline and aapoint code would create specialized versions
of shaders and upload them to the driver -- but never free them.
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The AA line and point code also needs to free token arrays after
building driver shaders.
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Add missing FREE() after MALLOC().
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Need a flush here even though the original finish was overkill.
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Need to take the draw buffer's up/down orientation into consideration
when setting the sprite_coord_mode field.
Fixes inverted sprites when drawing into an FBO.
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Fixes a crash when clearing the window with a quad after drawing large
points. We were asking the draw module how many vertex shader outputs
there were and got 3 instead of 2. This led to creating vertices with
too many attributes and trying to read invalid memory.
We reset extra_vp_outputs.slot to zero in the aaline/aapoint stage's
flush functions already.
This omission was just an oversight in the wide_point stage.
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There is no current pixel format. Each HDC has its pixelformat which is
kept by gdi and set/get via the SetPixelFormat/GetPixelFormat functions.
Now the HDC's pixelformat is kept in the stw_framebuffer, which is
created during the SetPixelFormat.
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Stderr of Windows applications without console is not usually
visible.
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Prevents segmentation fault when trying to set the viewport/scissor
after a context/drawable visual mismatch.
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This fixes the incorrect colors seen when rendering flat-shaded polygons.
Note that clipped polygons were correct, but unclipped polygons were wrong.
See the glean/clipFlat test for regression testing.
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When a vertex shader uses generic vertex attribute 0, but not gl_Vertex,
we need to set attribute[16] to point to attribute[0]. We were setting the
attribute size, but not the pointer.
Fixes crash in glsl/multitex.c when using the VertCoord attribute instead
of gl_Vertex.
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It's possible to hand a GL_COLOR_INDEX/GL_BITMAP image to glTexImage3D()
which gets converted to RGBA via the glPixelMap tables.
This fixes a failure with piglit/fdo10370 with Gallium.
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The generic_array[] is 16 elements in size, but the loop was doing 32
iterations. The out of bounds array write was clobbering the following
inputs[] array but as luck would have it, that didn't matter.
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See sourceforge bug #2793846.
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When we render to a depth/stencil texture there are stencil bits.
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The stride needs to be in texels, not bytes.
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We were passing a GL texture target instead of a pipe_texture_target enum.
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Fixes http://bugs.freedesktop.org/show_bug.cgi?id=21053 .
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Fixes potential texture object leaks.
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Fixes segfault in context tear-down when glClear was never called.
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gl_array_object encapsulates a set of vertex arrays (see the
GL_APPLE_vertex_array_object extension).
Create a private gl_array_object for drawing the quad for intel_clear_tris()
so we don't have to worry about the user's vertex array state.
This fixes the no-op glClear bug #21638 and removes the need to call
_mesa_PushClientAttrib() and _mesa_PopClientAttrib().
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The former may point to the later.
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Don't really delete vertex array objects until the refcount hits zero.
At that time, unbind any pointers to VBOs.
(cherry picked from commit 32b851c80792623195069d7a41a5808cff3b2f6f)
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Every kind of object that can be shared by multiple contexts should be
refcounted.
(cherry picked from commit 1030bf0ded2a88a5e27f7a4d393c11cfde3d3c5a)
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This can fail, e.g. when XLIB_SKIP_ARGB_VISUALS=1 is set.
See http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=524794 and
http://bugs.freedesktop.org/show_bug.cgi?id=21600 .
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For non-stereo visuals, which is all we support, we treat
GL_FRONT_LEFT as GL_FRONT. However, they are technically different,
and they have different enum values. Test for either one to determine
if we're in front-buffer rendering mode.
This fix was suggested by Pierre Willenbrock.
Signed-off-by: Ian Romanick <[email protected]>
(cherry picked from commit 2085cf24628be7cd297ab0f9ef5ce02bd5a006e2)
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The current texture for any particular texture unit is given an additional
reference in update_texture_state(); but if the context is closed before
that texture can be released (which is quite frequent in normal use, unless
a program unbinds and deletes the texture and renders without it to force
a call to update_texture_state(), the memory is lost.
This affects general Mesa; but the i965 is particularly affected because
it allocates a considerable amount of additional memory for each allocated
texture.
(cherry picked from master, commit c230767d6956b63a2b101acb48f98823bb5dd31a)
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pixel formats.
Fix a segfault when using softpipe.
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