Age | Commit message (Collapse) | Author |
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come...
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Was changed while debugging #7205. Broke the shadowtext demo. Revisit this
if the problem w/ bug 7205 returns...
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Basically an easy way to make sure the memory gets initialized once (to zero)
to avoid lots of valgrind warnings.
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Occlusion query might depend on the shader killing/discarding fragments.
Helps fix depth peeling technique.
Also, minor tweaks in interpolate_wpos().
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This is a bit of a hack for now because the tnl module is using the swrast
module to fetch texels. The texture fetch/filter code should probably be
moved into the main/ module since it doesn't really depend upon other
swrast code.
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Need to check for overlapping src/dest regions before computing bottom-to-top
vs. top-to-bottom order.
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Was removed during glsl-compiler work. Still need to go back and revisit this
because of the interaction with fragment shaders...
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glDrawPixels, etc.
Secondary color wasn't getting added to post-texture color when drawing
bitmaps, images. See bug 10409.
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image transfers.
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or TexImage(DEPTH_COMPONENT)
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progs
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Also, fix an assertion.
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GL_MAX_DRAW_BUFFERS is currently 4.
Added gl_FragData[] output for fragment programs.
In _swrast_write_rgba_span() loop over the color outputs/renderbuffers.
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For the time being, we put the gl_FrontFacing value in the FOGC.Y input
register. Combining FOGC and FrontFacing in one register is a bit of a
hack and may need to be changed someday.
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Conflicts:
src/mesa/main/context.c
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Currently, DDX, DDY don't work.
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