Commit 75b8c4a8 authored by Brian Paul's avatar Brian Paul

Merge branch '7.8'

parents 4ae2bdcb b22a00bf
<HTML>
<TITLE>Mesa Release Notes</TITLE>
<head><link rel="stylesheet" type="text/css" href="mesa.css"></head>
<BODY>
<body bgcolor="#eeeeee">
<H1>Mesa 7.8.2 Release Notes / April, 5, 2010</H1>
<p>
Mesa 7.8.2 is a bug fix release which fixes bugs found since the 7.8.1 release.
</p>
<p>
Mesa 7.8.2 implements the OpenGL 2.1 API, but the version reported by
glGetString(GL_VERSION) depends on the particular driver being used.
Some drivers don't support all the features required in OpenGL 2.1.
</p>
<p>
See the <a href="install.html">Compiling/Installing page</a> for prerequisites
for DRI hardware acceleration.
</p>
<h2>MD5 checksums</h2>
<pre>
tbd
</pre>
<h2>New features</h2>
<p>None.</p>
<h2>Bug fixes</h2>
<ul>
<li>Fixed Gallium glDrawPixels(GL_DEPTH_COMPONENT).
</ul>
<h2>Changes</h2>
<p>None.</p>
</body>
</html>
......@@ -13,6 +13,7 @@ The release notes summarize what's new or changed in each Mesa release.
</p>
<UL>
<LI><A HREF="relnotes-7.8.2.html">7.8.2 release notes</A>
<LI><A HREF="relnotes-7.8.1.html">7.8.1 release notes</A>
<LI><A HREF="relnotes-7.8.html">7.8 release notes</A>
<LI><A HREF="relnotes-7.7.1.html">7.7.1 release notes</A>
......
......@@ -102,6 +102,19 @@ static void Display(void)
/* read back scaled depth image */
glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
/* debug */
if (0) {
int i;
float *z = depth2 + 400 * 200;
printf("z at y=200:\n");
for (i = 0; i < 400; i++) {
printf("%5.3f ", z[i]);
if ((i + 1) % 12 == 0)
printf("\n");
}
}
/* draw as luminance */
glPixelZoom(1.0, 1.0);
glWindowPos2i(100, 0);
......
......@@ -625,7 +625,7 @@ replace_registers(struct prog_instruction *inst, GLuint numInst,
GLuint i, j;
for (i = 0; i < numInst; i++) {
/* src regs */
for (j = 0; j < _mesa_num_inst_src_regs(inst->Opcode); j++) {
for (j = 0; j < _mesa_num_inst_src_regs(inst[i].Opcode); j++) {
if (inst[i].SrcReg[j].File == oldFile &&
inst[i].SrcReg[j].Index == oldIndex) {
inst[i].SrcReg[j].File = newFile;
......@@ -652,7 +652,7 @@ adjust_param_indexes(struct prog_instruction *inst, GLuint numInst,
{
GLuint i, j;
for (i = 0; i < numInst; i++) {
for (j = 0; j < _mesa_num_inst_src_regs(inst->Opcode); j++) {
for (j = 0; j < _mesa_num_inst_src_regs(inst[i].Opcode); j++) {
GLuint f = inst[i].SrcReg[j].File;
if (f == PROGRAM_CONSTANT ||
f == PROGRAM_UNIFORM ||
......
......@@ -249,13 +249,13 @@ make_passthrough_vertex_shader(struct st_context *st,
ureg_DECL_output( ureg, TGSI_SEMANTIC_POSITION, 0 ),
ureg_DECL_vs_input( ureg, 0 ));
/* MOV result.texcoord0, vertex.texcoord0; */
/* MOV result.texcoord0, vertex.attr[1]; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_GENERIC, 0 ),
ureg_DECL_vs_input( ureg, 1 ));
if (passColor) {
/* MOV result.color0, vertex.color0; */
/* MOV result.color0, vertex.attr[2]; */
ureg_MOV(ureg,
ureg_DECL_output( ureg, TGSI_SEMANTIC_COLOR, 0 ),
ureg_DECL_vs_input( ureg, 2 ));
......@@ -451,7 +451,7 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
const GLfloat sLeft = 0.0f, sRight = maxXcoord;
const GLfloat tTop = invertTex ? maxYcoord : 0.0f;
const GLfloat tBot = invertTex ? 0.0f : maxYcoord;
GLuint tex, i;
GLuint i;
/* upper-left */
verts[0][0][0] = clip_x0; /* v[0].attr[0].x */
......@@ -469,32 +469,31 @@ draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
verts[3][0][0] = clip_x0;
verts[3][0][1] = clip_y1;
tex = color ? 2 : 1;
verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */
verts[0][tex][1] = tTop; /* v[0].attr[tex].t */
verts[1][tex][0] = sRight;
verts[1][tex][1] = tTop;
verts[2][tex][0] = sRight;
verts[2][tex][1] = tBot;
verts[3][tex][0] = sLeft;
verts[3][tex][1] = tBot;
verts[0][1][0] = sLeft; /* v[0].attr[1].S */
verts[0][1][1] = tTop; /* v[0].attr[1].T */
verts[1][1][0] = sRight;
verts[1][1][1] = tTop;
verts[2][1][0] = sRight;
verts[2][1][1] = tBot;
verts[3][1][0] = sLeft;
verts[3][1][1] = tBot;
/* same for all verts: */
if (color) {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0f; /*W*/
verts[i][1][0] = color[0];
verts[i][1][1] = color[1];
verts[i][1][2] = color[2];
verts[i][1][3] = color[3];
verts[i][2][2] = 0.0f; /*R*/
verts[i][2][3] = 1.0f; /*Q*/
verts[i][0][2] = z; /* v[i].attr[0].z */
verts[i][0][3] = 1.0f; /* v[i].attr[0].w */
verts[i][2][0] = color[0]; /* v[i].attr[2].r */
verts[i][2][1] = color[1]; /* v[i].attr[2].g */
verts[i][2][2] = color[2]; /* v[i].attr[2].b */
verts[i][2][3] = color[3]; /* v[i].attr[2].a */
verts[i][1][2] = 0.0f; /* v[i].attr[1].R */
verts[i][1][3] = 1.0f; /* v[i].attr[1].Q */
}
}
else {
for (i = 0; i < 4; i++) {
verts[i][0][2] = z; /*Z*/
verts[i][0][2] = z; /*Z*/
verts[i][0][3] = 1.0f; /*W*/
verts[i][1][2] = 0.0f; /*R*/
verts[i][1][3] = 1.0f; /*Q*/
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment