Don't need sprite coord origin per coord.
Also, don't need separate sprite enable bit - if all coords have it diabled,
then there are no point sprites (technically, there's a distinction in pre-GL3,
but it only differs in having more leniency in clamping to max size, something
the state tracker would need to handle and the hardware won't bother anyway).
Also, use packed field for the per-coord enables.
All in all, should save 3 dwords in rasterizer state (from 10 down to 7).
This should make things easier for drivers wanting to work with a
"subclass" of gl_framebuffer.
The complementary "_mesa_initialize_framebuffer" function is now
called "_mesa_initialize_window_framebuffer" for the sake of
symmetry.
Signed-off-by: Brian Paul <brianp@vmware.com>
The in-place splitting code wasn't dealing with index buffers at all
(and it was being called from vbo_split_prims for too big index
buffers, causing some occasional corruption).
Additionally, it wasn't taking into account primitives arrays with
non-contiguous indices (e.g. given prim[0].start = 0 and prim[1].start
= max_verts, it would happily call back the driver with (max_index -
min_index) still greater than max_verts, causing infinite recursion).
It still doesn't handle too large indexed vertex buffers: use
vbo_split_copy for that.
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.
Rename _eglPreloadFile to _eglLoaderFile, and _eglPreloadFile to
_eglLoaderFile. There are several _eglPreload* functions. The
callbacks do not belong to them and it should be better to give them a
different prefix.
EGL_DRIVERS_PATH gives a list of colon-separated directories. The given
directories will be searched when preloading drivers.
This is based on Mike Stroyan's patch, which honors the variable in
_eglPreloadDisplayDrivers. It is extended to honor the variable also in
_eglPreloadUserDriver and _eglPreloadDefaultDriver in this version.
This fixes a regression when the geometry shaders branch was merged
to master with commit 89d8577fb3.
progs/demos/pointblast and progs/redbook/anti work again.