When matching attributes using the 'mask' matching criteria, the spec
says that
"Only GLXFBConfigs for which the set bits of attribute include all
the bits that are set in the requested value are
considered. (Additional bits might be set in the attribute)."
The current test returns true if the two bit masks have bits in
common, specifically it matches even if the requested value has bits
set that are not set in the fbconfig attribute. For example, an
application asking for
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_PBUFFER_BIT,
as glxpbdemo does, will match fbconfigs that don't support pbuffer
rendering, as long as they support pixmap rendering.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
When matching attributes using the 'mask' matching criteria, the spec
says that
"Only GLXFBConfigs for which the set bits of attribute include all
the bits that are set in the requested value are
considered. (Additional bits might be set in the attribute)."
The current test returns true if the two bit masks have bits in
common, specifically it matches even if the requested value has bits
set that are not set in the fbconfig attribute. For example, an
application asking for
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_PBUFFER_BIT,
as glxpbdemo does, will match fbconfigs that don't support pbuffer
rendering, as long as they support pixmap rendering.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Update the warranty disclaimer to use the more general "THE AUTHORS OR
COPYRIGHT HOLDERS". This is done manually on files created by me. Hope
that I do not miss anything.
Commit 1454f20a99 caused the regression.
When the vertex shader emitted both a texcoord and color we were grabbing
the wrong vertex attributes. Fix the draw_quad() code to put texcoords
in slot[1] and color in slot[2]. That's a bit cleaner than changing
the vertex shader code.
Tested with progs/tests/zreaddraw.c
we were only using the jited function in the linear case, now drawelts
correctly uses the same path. it results in a significant gain in
real world apps (openarena went from 23fps to 29fps)
piglit has a test called fbo-drawbuffers, this fails for me on r300g,
and fixing the texenv program to use the DATA outputs fixes it.
Signed-off-by: Dave Airlie <airlied@redhat.com>
our code resets pipe_vertex_buffer's with different offsets when rendering
vbo, meaning that we kept creating insane number of shaders even for simple
apps e.g. geartrain had 54 shaders and it was taking almost 27 seconds just to
compile them. this patch passes pipe_vertex_buffer's to the jit function and lets
it to the stride/buffer_offset computation at run time. the slowdown at runtime
is largely unnoticable but the we go from 54 shaders to 3, and from 27 seconds to less
than 1.