Age | Commit message (Collapse) | Author |
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Was only used by two drivers to walk over all texture objects. Can do that
via the hash table instead.
Cleaned up some comments for struct gl_texture_object.
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MAX_WIDTH/HEIGHT
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channel, instead of 1.0F
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in a hash table.
Added _mesa_test_hash_functions() for unit testing.
Updated comments, etc.
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which have to be processed in the 'loopback' path. If so, send
all vertices that way as the transition from playback->loopback has
several problems.
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texture objects.
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glDeleteTexture makes the texture ID immediately free for re-use
while the actual texture object lingers until its reference count goes
to zero (when no longer bound by any rendering context).
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get_gen.py Python script.
Moved GetString(), GetPointer(), GetError() into new getstring.c file.
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made IS_NEGATIVE produce a boolean (useful when xoring with other booleans).
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no error detection, slow, may not be 100% correct but a good start
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Added fallback _mesa_get_[compressed]_teximage() routines to texstore.c
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Now, the driver's Viewport routine should call _mesa_ResizeBuffersMESA()
if necessary.
Cleaned up code related to GLframebuffer width/height initialization.
Set initial viewport/scissor params in _mesa_make_current2(), instead of
in the drivers' MakeCurrent functions.
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