we actually need to specify the formats for different attachements, otherwise
if the color buffer is 24bpp and the app asks for 16bpp depth buffer than
we end up fetching the depth from the drawable which is 24bpp and end up
creating the wrong depth buffer. use the new getBuffersWithFormat extension
to pass the depth correctly.
When our DLL is unloaded, even if we leave the data structures in memory
for sake of future calls, the MS CRT will destroy the heap. Instead we
make all calls no-ops by setting stw_dev to NULL.
Simply skip cleanup when contexts are still active.
This addresses two issues:
- in some situations the ICD DLL may be unloaded before the DLL that is
using GL contexts is, so we may receive GL calls after stw_cleanup.
- when aborting (exception, or control-c) the contexts may have been left
in an inconsistent state and attempting to destroy can cause
unpredictable results.
It's possible for min_index and max_index to be ~0 if the min/max
values were not actually set or computed in the state tracker.
Skip some assertions in that case.
This only effects the debug build error checking.
Windows doesn't really expect things to fail at this point -- it
will try many times until it finally gives up, worse, something bad
happens.
The WGL state tracker will gracefully decline to do work even when it
is loaded.
This object can be shared with another context, so we cannot just
delete it when the owning context is being destroyed.
Ensuring that buffer objects are properly refcounted guarantees
NullBufferObj is destroyed when all references to it are removed.
Note that when detaching the PBO from the region and making a new BO
for the region, we don't make it tiled even if the region originally
was.
Fixes piglit pbo-teximage-tiling.
(cherry picked from commit f20e83210e)
we piggy back flags in the top four bits of the element indices, so if
the maximum index stored in any of the elements is greater than
sizeof(ushort) - sizeof(flags we piggy back) then we overflow. fix it by
simply falling back to the slow path if we notice the overflow.
The piglit vp-address-01 test uses negative address-relative
offsets. In this test we're indexing into PROGRAM_STATE_VAR
which, in turn, contains references to ENV vars.
We previously fixed this issue for PROGRAM_CONSTANT.
piglit/vp-address-01 (the version from Feb 5) passes now.
Without this patch, the two symbols get an underscore prepended
and an "@4" appended when compiling with VC8.
Signed-off-by: Brian Paul <brianp@vmware.com>
PXOR user in code were causing the lowest SP float register to have NaN
values which made all math operations in that slot fail. Correct istruction
to clear float registers is XORPS which handles single precission floats
correctly.
Fixes progs/tests/fog in swrast SSE mode.
Now the correct commit instead of 9d9c1f17dc which is not even close
of correct fix for the bug.
Store XPD results in temporaries before writing to the dest register.
This issue has already been fixed in Mesa/master for XPD (and all
other instructions?).
Fixes progs/demos/bump.c when using TGSI interpreter (GALLIUM_NOSSE=1).
A new glean/glsl1 test has been added to test this case.
Texture derivatives are potentially undefined inside dynamic branches,
so hardwire lod zero in this case. Treating all if/endif and loop
constructs as dynamic branches.
The fogcoord calue was not pushed to GPU because of implicit float to int conversion.
Fix is to use float pointer to buffer object so no conversion is done in assigment.
This fixes a bug reported by Christoph Bumiller on mesa3d-dev.
When a texture is first created as RGBA, then re-defined with
glTexImage(internalFormat=GL_DEPTH_COMPONENT) we failed to deallocate
the original texture. When this texture was bound as a FBO surface,
the depth/Z surface format was RGBA instead of Z. Depending on the
driver this led to a failed assertion or FBO validation failure.
This patch does three things:
1. Remove ancient code that mysteriously tested if we were replacing
the smallest mipmap level and tested if the texture was not a cube map
texture. I can't see any reason for those tests.
2. Move the width=height=depth=0 test to after the code which frees
texture data. Calling glTexImage with width=height=depth=0 and data=NULL
is a way to free a single mipmap level.
3. Update the code comments.
There are no apparent conform, glean or piglit regressions from this change.
Before, _mesa_find_free_register() would scan the given shader to
find a free/unused register of the given type. But subsequent calls
would return the same register again. This caused a failure in the
_mesa_remove_output_reads() function which sometimes needs several
free temps.
Now use a new function which build a vector of 'used' flags and another
function which searches that vector for an unused register starting at
a position that's incremented for each call.
Fixes fd.o bug 26317. Note that a regression test for this has been
added to the glean/glsl1 test.