- Jan 21, 2009
-
-
Julien Cristau authored
-
Julien Cristau authored
-
Julien Cristau authored
-
- Jan 20, 2009
-
-
Julien Cristau authored
-
Julien Cristau authored
Conflicts: progs/tests/Makefile
-
Timo Aaltonen authored
The upstream linux kernel headers and libdrm kernel headers disagree on the tag name for the sarea struct: _drm_i915_sarea vs drm_i915_sarea. They both typedef it to drm_i915_sarea_t though, so just use that.
-
Owain Ainsworth authored
It's been broken and deprecated for a while, so it's time to die. This has the wonderful benefit of cleaning up the code a fair amount; making it marginally less twisty. I'm unsure if the for loops in IntelWindowMoved are still needed.
-
Brian Paul authored
-
Brian Paul authored
-
Brian Paul authored
-
Brian Paul authored
-
Brian Paul authored
-
-
Make some compiler flags per-file. Remove driverfuncs.c from osmesa project.
-
Thomas Hellstrom authored
-
Thomas Hellstrom authored
This utility is useful for hardware that doesn't support HW index buffers. It's a bit inefficient but appears to give a substantial performance gain, as we can emit tri strips that would otherwise be split into triangles.
-
Thomas Hellstrom authored
-
Thomas Hellstrom authored
-
Thomas Hellstrom authored
-
Thomas Hellstrom authored
Dri drivers often may validate first a write drawable and then a read drawable ("readable"). However, the hardware lock may be unlocked when validating the readable, causing the write drawable status to be stale. Drivers should use this macro instead when validating two drawables.
-
Brian Paul authored
-
- Jan 19, 2009
-
-
Brian Paul authored
GL_XOR logicop mode can be approximated with blending by computing 1 - dst. Here's a couple test programs for that.
-
Alan Hourihane authored
-
-
- Jan 18, 2009
-
-
Brian Paul authored
Adapted from patch by Matthieu Herbb <matthieu.herrb@laas.fr>
-
- Jan 16, 2009
-
-
Timo Aaltonen authored
-
Timo Aaltonen authored
-
Brian Paul authored
Since we use an inverted viewport transformation for render to texture, that inverts front/back polygon orientation. Now glCullFace(GL_FRONT / GL_BACK) works correctly.
-
Brian Paul authored
When we're rendering to textures we have to invert the viewport transformation. This helper cleans up that test and can be used elsewhere...
-
Brian Paul authored
One could enable depth testing before binding an FBO that has a depth buffer so this test is no longer useful or correct.
-
Brian Paul authored
-
Haihao Xiang authored
-
- Jan 15, 2009
-
-
-
-
Brian Paul authored
-
Brian Paul authored
-
Alan Hourihane authored
-
Brian Paul authored
-
Brian Paul authored
-
Brian Paul authored
-