Age | Commit message (Collapse) | Author |
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MSVC 64bit compiler takes forever on some of the files.
Might want to revisit this again later.
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You can still get the old behavior by passing the option quiet=no to scons.
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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 <ian.romanick@intel.com>
(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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Also add key to set up quake-1 style ztrick rendering with clear depth
1.0, deptrange(1.0, 0.0) and depthfunc GL_GREATER.
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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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If the multitex.vert shader uses the VertCoord generic vertex attribute
instead of the pre-defined gl_Vertex attribute, we need to make sure that
VertCoord gets bound to generic vertex attribute zero.
That's because we need to call glVertexAttrib2fv(0, xy) after all the other
vertex attributes have been set since setting generic attribute 0 triggers
vertex submission. Before, we wound up issuing the vertex attributes in
the order 0, 1, 2 which caused the first vertex to be submitted before all
the attributes were set. Now, the attributes are set in 1, 2, 0 order.
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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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The rationale here is to avoid updating a timestamp for a file that
hasn't changed. Needless updates of the timestamp can ripple into
other projects, (xserver, etc.), useless recompiling due to a
'make install' in mesa that didn't actually change anything.
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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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Contributed by Nicolas Noble. See SF bug #2792536
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