Really, we should be checking that the MesaTexFormat for the read buffer
and the texture match, but the previous code wasn't even doing that, so
matching the cpp should be an improvement (and potentially fix some hangs!).
The previous code also rejected GL_RGB even though blitting the alpha
channel to the ignored channel of an x8r8g8b8 texture should be fine, which
tripped up compiz's blur plugin.
Components of input attributes that are used by fragment program aren't part of vertex program key, and that may lead to situations when vertex program writes only TEX1.xy and fragment program reads TEX1.xyz, resulting in rendering errors.
Reported-by: Nicolai Hähnle <nhaehnle@gmail.com>
We only care about the actual fogcoord itself now, reducing the rewriting
done for the vertex program.
The rewriting of source operand swizzles in the fragment program takes
care that fogcoord.yzw = 001.
This should fix fogcoord rewriting entirely, which had been horribly
broken in the face of dot-product instructions, and just broken (though
not horribly so) in the face of almost every other instruction (the W
component would be incorrect for most arithmetic instructions).
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
The _Enabled field isn't updated at the point that DrawBuffers is called,
and the Driver.Enable() function does the testing for stencil buffer
presence anyway.
1. new PCI ids
2. fix some 3D commands on new chipset
3. fix send instruction on new chipset
4. new VUE vertex header
5. ff_sync message (added by Zou Nan Hai <nanhai.zou@intel.com>)
6. the offset in JMPI is in unit of 64bits on new chipset
7. new cube map layout
It is possible to bind texture images of an incomplete mipmapped texture.
Software fallbacks in this case incorrectly tried to mmap the entire texture.
Additionally, add span functions for 1555 and 4444 formats.
This fixes crashes in piglit's fbo-readpixels test; unfortunately, the test
itself still fails - this needs to be investigated.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
This updates some of the clear code from Intel gives a 5x clearspd perf
for me here. played openarena also, not sure if the viewport changes
broke anything,
Fixes TGSI dump output when front/back-face register is declared.
Also, add some assertions to make sure the semantic/interpolate string
arrays have as many elements as there are tokens in the p_shader_tokens.h
file. That should catch problems like this in the future.