| Commit message (Collapse) | Author | Age | Files | Lines |
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I fixed it properly as of 7216679c1998b49ff5b08e6b43f8d5779415bf54.
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Otherwise, we could lose track of rendering to that image, which could
easily happen during mipmap generation.
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This is probably not 100% complete (bind vs unbind may still not pair up
exactly), but it should help out drivers which are relying on
FinishRenderTexture to be called when we're done rendering to a particular
texture level, not just when we're done rendering to the object at all.
This is the case for the one consumer of FinishRenderTexture() so far: the
gallium state tracker. Noticed when trying to make use of FRT() in the intel
driver.
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This should do all the things that MI_FLUSH did, but it can be pipelined
so that further rendering isn't blocked on the flush completion unless
necessary.
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gen2/3/4 are easier to say than "8xx, 915-945/g33/pineview, 965/g45/misc",
and compares on generation are often easier than stringing together a bunch
of chipset checks.
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This should fix the memory leaks in the assembly parser without the
regressions.
The conflicts in program_lexer.l were related to changes in returning
strings between the branches (always return IDENTIFIER vs. returing
either IDENTIFIER or USED_IDENTIFIER).
The conflicts in program_parse.y were related to two changes in master
One change prints a variable name in an error message. The other
change adds outputVarSize to the OUTPUT_statement rule. The cause the
position of the IDENTIFIER to change from $2 to $3.
Conflicts:
src/mesa/shader/lex.yy.c
src/mesa/shader/program_lexer.l
src/mesa/shader/program_parse.tab.c
src/mesa/shader/program_parse.y
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_mesa_parse_arb_{fragment,vertex}_program
The program structure passed to _mesa_parse_arb_program is just a
place holder. The stings that actually need to be released are only
known to the functions calling _mesa_parse_arb_program, so they should
be freed there.
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be kept
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This reverts commit 93dae6761bc90bbd43b450d2673620ec189b2c7a.
This change was completely broken when the parser uses multiple
strings in a single production. It would be nice if bug fixes could
initially land somewhere other than the stable branch.
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The code was assuming ctx->DrawBuffer == ctx->ReadBuffer.
Passing the pixmap is simpler and better.
Fixes a potential segfault.
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Fixes bug 24949.
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fixes bug 24953.
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Used in Quake3.
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first step on our way to batching
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Fixes bug 24946.
This regression came from 8df699b3bb1aa05b633f05b121d09d812c86a22d.
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It is a valid and tested combination on D3D9.
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Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Suggested by Joakim Sindholt.
Also, put flushing of colorbuffers _before_ the framebuffer state setup,
suggested by docs.
Signed-off-by: Corbin Simpson <[email protected]>
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Signed-off-by: Corbin Simpson <[email protected]>
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Conflicts:
src/mesa/drivers/windows/gdi/mesa.def
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The exec->vtx.inputs[] array was being written past its end. This was
clobbering the following vbo_exec_context::eval state. Probably not noticed
since evaluators and immediate mode rendering don't happen at the same time.
Fixed the loop in vbo_exec_vtx_init().
Changed the size of the vbo_exec_context::vtx.arrays[] array.
Added a bunch of debug-build assertions.
Issue found by Vinson Lee.
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Signed-off-by: Brian Paul <[email protected]>
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Revised version of a patch from Karl Schultz.
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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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performance optimization
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Seems INDX_OFFSET doesn't work properly on some cards,
so change back to immediate mode indices. Seems to only
affect DRI1. Needs more investigation.
Rework and clean up the draw functions.
Signed-off-by: Alex Deucher <[email protected]>
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Signed-off-by: Alex Deucher <[email protected]>
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It's not sampling based so its results are biased towards functions called
many times.
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For example, we would like to have a predicate and texture token
in one instruction to do predicated texture sampling.
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Mip-mapped 3D textures are not arrays of 2D layers
with a mip-map layout like 2D textures, therefore we
cannot use image_nr == depth for them.
Making use of "volume tiling" modes now, the allowed
modes are 0xZY where Z <= 5 and y <= 5.
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