Age | Commit message (Collapse) | Author |
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Previously, we'd be branching based on whatever condition code happened to be
laying around.
(cherry picked from commit 7007f8b352763af89805f287153cb7972bff0523)
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Bug #20821
(cherry picked from commit 191e028de20b2f954621b652aa77b06d0e93652a)
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This avoids sending a bad buffer address to the GPU due to programmer error,
and is permitted by the ARB_vbo spec. Note that we still have the opportunity
to dereference past the end of the GPU, because we aren't clipping to a
correct _MaxElement, but that appears to be harder than it should be. This
gets us the 90% solution.
Bug #19911.
(cherry picked from commit d7430d942f6c7950a92367aeb13b80cf76ccad78)
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See comment on Vertex URB Entry Read Length for VS_STATE.
This, combined with the previous three commits, fixes #22945.
(cherry picked from commit e340d4f9866db4bae391288e83a630a310b0dd2b)
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This fix is just from code and docs inspection, but it may fix hangs on
some applications.
(cherry picked from commit e93848e595176ae0bad3bfe64e0ca63fd089bb72)
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It appears that sometimes Mesa (and I suppose a VS could as well) emits
a program which references no vertex data, and thus we end up with
nr_enabled == 0 even though some VBs are enabled. We'd end up emitting
VB/VE packet headers of 0xffffffff in that case, leading to GPU hangs.
Bug #22945 (wine with an uncompiled VS)
(cherry picked from commit d1fbfd0f962347e4153db3852292d44de5aea863)
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The code duplication bothered me.
(cherry picked from commit 9b9cb30d128fc5f1ba77287696ecd508e640efde)
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It's the last addressable byte, not the byte after the end of the buffer.
(cherry picked from commit b72dea5441e8e9226dabf1826fa3bc129c7bc281)
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(cherry picked from commit 840c09fc71542fdfc71edd2a2802925d467567bb)
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Patch from taiu on IRC. fixes bug 23585
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Fixes compilation warnings with MSVC.
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Fixes symbol collisions with typedefs in Microsoft headers.
Perhaps we should prefix/suffix all the lexer tokens to avoid this.
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If the renderbuffer orientation is Y=0=TOP we need to invert the dstY
position.
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State tracker currently backs GL_RGB textures with RGBA almost always.
This means we need to maintain A==1 in these textures to give correct GL_RGB
sampling results.
This change offloads the RGBA->RGB copy to hardware using the new writemask
version of u_blit_pixels.
More src/dstLogical/dstActual triples could be shifted to hardware by
this technique in future patches.
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Setup the regs when we emit rather than during state setup.
In certain cases a proper CB target was never emitted.
This fixes bug 23658.
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If the renderbuffer orientation is Y=0=TOP we need to invert the dstY
position.
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There's a symbol collision with X11/Xlib.h #define Status int
in the Mesa xlib code. This seems the simpliest way to work around this.
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Like s3v, clean up absurd use of Xlib in the driver, avoiding namespace
pollution.
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This driver was including Xlibint.h to get the CARD32 typedef to use for
32-bit unsigned integers, which #defined Status to something. CARD32 isn't
actually a 32-bit unsigned integer, so replacing with uint32_t usage should
fix bugs on 64-bit along with the build.
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We currently weasel out of supporting the timeout parameter, but otherwise
this extension looks ready, and should make the common case happy.
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I'm apparently alone in prefering this calling convention, so I'll be
a team player. :p Based on review comments by Brian Paul and Eric
Anholt.
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Based on review comments by Brian Paul.
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Based on review comments by Brian Paul.
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I believe this resolves the outstanding issues WRT sync object
deletetion. I have also added a large comment at the top of syncobj.c
describing the expected memory management behavior. I'm still a
little uncertain about the locking on ctx->Shared.
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This isn't quite right yet. The delete behavior and the context
clean-up needs some work.
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When no textures are enabled, the key size is 4 bytes. If unit[0] is
enabled, the key size is 16 bytes.
Inspired by a patch from Chris Wilson.
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This trims down the code a bit. The next step would be to combine
the validate and map operations into one helper...
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Instead of _mesa_map_readpix_pbo() use _mesa_map_pbo_source().
Instead of _mesa_map_drawpix_pbo() and _mesa_map_bitmap_pbo() use
_mesa_map_pbo_dest().
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Return GL_FALSE if we failed to allocate the buffer. Then raise
GL_OUT_OF_MEMORY in core Mesa.
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fbos get angry when this happens.
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