1D tile span support for depth/stencil/color/textures
Z and stencil buffers are always tiled, so this fixes
sw access to Z and stencil buffers. color and textures
are currently linear, but this adds span support when we
implement 1D tiling.
This fixes the text in progs/demos/engine and progs/tests/z*
The warnings introduced in 1f309c40b8
would pour out generously from some applications. This patch adds a
"warn once" wrapper macro, heavily inspired by
src/mesa/drivers/dri/r600/radeon_debug.h
Signed-off-by: Tormod Volden <debian.tormod@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
If the 'end' index is out of bounds issue a warning as before. But instead
of just no-op'ing the draw call, examine the actual array indices to see
if they're OK. If the max array index is out of bounds, issue another
warning and no-op the draw call. Otherwise, draw normally. This is a
debug build-only feature since it could impact performance.
This "fixes" the missing torus in the OGL Distilled / Picking demo.
This happens to rendering with textures with a border, which had resulted
in a segfault on dereferencing the irb.
(cherry-picked from commit 8bba183b9e)
The handling is a bit inefficient, unfortunately, but I don't want to make
any intrusive changes for Mesa 7.6.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
Since commit 2921a2555d ('intel: Deassociated
drawables from private context struct in intelUnbindContext'),
intel->driDrawable may be NULL in intel_flush().
Do-while makes macro safe to be used with if and for constructions.
Also remove __LINE__ macro from variable name because scope is local to macro anyway.
Normally, the mesa/st would create a fake front buffer out of a
client-allocated surface.
In the DRI setting, however, st/dri provides a front buffer surface which is
created and maintained by the X server. Prefer to use this surface instead,
so that front buffer rendering and reading works correctly.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
We obviously need to move the code addr register backwards because their may
be overlap.
This bug affected in particular the Compiz water plugin.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
Previously srandom and random were used. This cause the global random
number generator state to be modified. This caused problems for
applications that called srandom before calling into GLX. By using
local state the global state is left unmodified.
This should fix bug #23774.
The following example caused an incorrect GL_OUT_OF_MEMORY error to be
raised in glTexSubImage2D:
glTexImage2D(level=0, width=32, height=32, pixels=NULL);
glTexImage2D(level=0, width=64, height=64, pixels=NULL);
glTexSubImage2D(level=0, pixels!=NULL);
The second glTexImage2D() call needs to cause the first image to be
deallocated then reallocated at the new size. This was not happening
because we were testing for pixels==NULL too early.