| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Also, MAX_NV_VERTEX_PROGRAM_PARAMS should be 96, not 128 (or 256).
|
|
|
|
|
|
| |
We were adding references to the input arrays, but failing to drop
them on destruction. This could lead to a 64kb buffer being leaked
each context destruction.
|
|
|
|
|
|
|
|
|
|
| |
1) Pass the correct format when calling update_array in
_mesa_VertexAttribPointerARB.
2) glVertexAttribPointerNV accepts GL_BGRA format too.
3) raise INVALID_VALUE error when format is BGRA and normalized is
false in glVertexAttribPointerARB
(cherry picked from commit 4adb190a162c5ed0684a8616331344caadba4010)
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
autoconf had been designating the 8 bit libOSMesa as the default
standalone osmesa, but the Makefile expected it to be linked to libGL.
Fix up the osmesa Makefile so that it allows any of the combinations of
standalone and channel width to be built.
Fixes bug #21980.
(cherry picked from commit 7441dcd90b01df8351026af8bbb50e11bb86071a)
|
|
|
|
|
|
|
| |
Because of flat shading, we can't use same code as PIPE_PRIM_TRIANGLE_FAN.
This is a follow-on to commit a59575d8fbe8b0ca053cc8366ce7a42bc660158a.
(cherry picked from commit 086ecea179ed572c89aa77c5f465671a5cef87a7)
|
|
|
|
|
|
| |
This fixes incorrect front/back-face orientation.
(cherry picked from commit a64bbdaa3e0b036a880d6db65ceb4a66205062f1)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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)
|
|
|
|
|
| |
The pstipple, aaline and aapoint code would create specialized versions
of shaders and upload them to the driver -- but never free them.
|
|
|
|
|
| |
The AA line and point code also needs to free token arrays after
building driver shaders.
|
|
|
|
| |
Add missing FREE() after MALLOC().
|
|
|
|
| |
Need a flush here even though the original finish was overkill.
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Stderr of Windows applications without console is not usually
visible.
|
|
|
|
|
| |
Prevents segmentation fault when trying to set the viewport/scissor
after a context/drawable visual mismatch.
|
| |
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
See sourceforge bug #2793846.
|
|
|
|
| |
When we render to a depth/stencil texture there are stencil bits.
|
|
|
|
| |
The stride needs to be in texels, not bytes.
|
| |
|
| |
|
|
|
|
| |
We were passing a GL texture target instead of a pipe_texture_target enum.
|
|
|
|
| |
Fixes http://bugs.freedesktop.org/show_bug.cgi?id=21053 .
|
| |
|