This was originally taken from i915 and it shows.
Basically most the stuff in r300_render.c was never needed and
shouldn't have worked in the first place
This prevents the width / height from being clipped to the window size before
the texture is allocated. This matches intelCopyTexImage1D.
This should fix bug #21227
Signed-off-by: Ian Romanick <ian.romanick@intel.com>
Need to take the draw buffer's up/down orientation into consideration
when setting the sprite_coord_mode field.
Fixes inverted sprites when drawing into an FBO.
Fixes a crash when clearing the window with a quad after drawing large
points. We were asking the draw module how many vertex shader outputs
there were and got 3 instead of 2. This led to creating vertices with
too many attributes and trying to read invalid memory.
We reset extra_vp_outputs.slot to zero in the aaline/aapoint stage's
flush functions already.
This omission was just an oversight in the wide_point stage.
The special feature of bin/minstall to copy symlinks is only ever needed
when installing libraries which may have .so symlinks. All the headers
and directories can use a normal install program.
These two modes are separated as $(INSTALL) and $(MINSTALL) to allow the
user (or autoconf) to override installing normal files as they please.
An autoconf check for the install program has been added and will be
used in preference to minstall when available.
Fixes bug 16053.
There is no current pixel format. Each HDC has its pixelformat which is
kept by gdi and set/get via the SetPixelFormat/GetPixelFormat functions.
Now the HDC's pixelformat is kept in the stw_framebuffer, which is
created during the SetPixelFormat.
This reverts commit 5d75124db4.
This fixed unclipped polygons, but broke clipped polygons.
A better fix from the mesa 7.5 branch will be merged next...
This fixes the incorrect colors seen when rendering flat-shaded polygons.
Note that clipped polygons were correct, but unclipped polygons were wrong.
See the glean/clipFlat test for regression testing.
For TXP we need to divide texture coords by their w component, or
use the coords' 1/w in the perspective interpolation instruction.
This also tries to support 1D, 3D and CUBE textures, and lets the
instruction only load the components that are used.
Use different buffers for immds, FP params, and VP params.
One has to map constant buffer indices in shader code to buffers
defined via CB_DEF. In principle, we could use more buffers so
we'd have to change the shader code less frequently.
Immediates are inlined now where possible, so we need to set
pc->allow32 to FALSE in LIT where we have the conditional MOV,
since immediates swallow the predicate bits.