- Nov 08, 2010
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Vinson Lee authored
Fixes this GCC warning. graw.h:93: warning: 'struct pipe_surface' declared inside parameter list graw.h:93: warning: its scope is only this definition or declaration, which is probably not what you want
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A call to radeon_prepare_render() at the beginning of draw operations was placed too deep in the call chain, inside r300RunRenderPrimitive(), instead of r300DrawPrims() where it belongs. This leads to emission of stale target color renderbuffer into the cs if bufferswaps via page-flipping are used, and thereby causes massive rendering corruption due to unsynchronized rendering into the active frontbuffer. This patch fixes such problems for use with the upcoming radeon page-flipping patches. Signed-off-by: Mario Kleiner <mario.kleiner@tuebingen.mpg.de>
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Benjamin Franzke authored
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The width of the 2D blits used to copy the data is defined as a 16-bit signed integer, but the pitch must be DWORD aligned. Limit to an integral number of DWORDs, (1 << 15 - 4) rather than (1 << 15 -1). Fixes corruption to data uploaded with glBufferSubData. Signed-off-by: Peter Clifton <pcjc2@cam.ac.uk>
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Alex Deucher authored
fixes: https://bugs.freedesktop.org/show_bug.cgi?id=31400
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Michał Król authored
Allows applications to dump surfaces to file without referencing gallium/auxiliary entry points statically. Existing test apps have been modified such that they save the contents of the fronbuffer only when the `-o' option's specified.
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Michał Król authored
Otherwise we'll get garbled data on Windows.
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Brian Paul authored
These ES1 features were only tested for in the vertex array code. Checking the ctx->API field at runtime is cleaner than the #ifdef stuff and supports choosing the API at runtime.
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Brian Paul authored
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Brian Paul authored
We used float temporary images before which could lose precision for uint-valued texture images.
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Brian Paul authored
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Brian Paul authored
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- Nov 07, 2010
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Vinson Lee authored
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Henri Verbeet authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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- Nov 06, 2010
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Emma Anholt authored
Flushing the vertices after having already updated the state doesn't do any good. Fixes useshaderprogram-flushverts-1. As a side effect, by moving it to the right place we end up skipping no-op state changes for traditional glUseProgram.
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Francisco Jerez authored
Signed-off-by: Brian Paul <brianp@vmware.com>
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Francisco Jerez authored
Rebuilding the vertex format from scratch every time we see a new vertex attribute is rather costly, new attributes can be appended at the end avoiding a copy to current and then back again, and the full attr pointer recalculation. In the not so likely case of an already existing attribute having its size increased the old behavior is preserved, this could be optimized more, not sure if it's worth it. It's a modest improvement in FlightGear (that game punishes the VBO module pretty hard in general, framerate goes from some 46 FPS to 50 FPS with the nouveau classic driver). Signed-off-by: Brian Paul <brianp@vmware.com>
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- Nov 05, 2010
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Jakob Bornecrantz authored
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Jakob Bornecrantz authored
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Jakob Bornecrantz authored
And run SConscripts if they are present. Also make dri depend on both drm and x11.
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Jakob Bornecrantz authored
Silences warning about missing packages
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