It is possible that an object whose vertices all are outside of a
view plane is passed to clip thread due to the RHW workaround. This
object should be rejected by clip thread. Fix bug #19879
While it's a nice idea to be able to allow clients to choose a smaller
(or bigger for 16bpp screens!) depth size, right now DRI2 hands back a buffer
with a size that matches the drawable, rather than being based off of the
visual. This led to problems in readback as parts of the driver disagreed
on what format the depth buffer was really in.
Fixes the remainder of bug #19447.
It seems that in this case the Mesa code is handing us x8z24 values instead
of z24s8 values, so we need to not do the rotation. Fixes half of OGLconform
depthrange.c.
Bug #19447.
This is insanity, but so is copying the same blocks containing the actual
interesting code in the file three times each for the different tile formats.
I was lured into a false sense of security by the fact that the spans code was
already there, and a bunch of tests didn't catch the problem. oglconform's
mask.c did, though.
Bug #19970.
BSD supports pipe in the same way as linux hence options which
are safe for linux are also safe for BSD. Define PIPE_OS_BSD in
include/pipe/p_config.h and adjust the defines to make use of it.
Also define MAP_ANONYMOUS for BSD systems which use MAP_ANON
Signed-off-by: Benjamin Close <Benjamin.Close@clearchain.com>
If a path is in CFLAGS when building and that path contains gl.h
then the wrong gl.h is used when building. This can lead to very
confusing errors. The solution is rather than postpend the CFLAGS
we prepend the paths as expected allowing compilation to occur
as intended
Signed-off-by: Benjamin Close <Benjamin.Close@clearchain.com>
Updated to use the new pipe_transfer functions, etc.
Texturing is working again. Though there's some bugs in mipmap texturing
but I believe those predate the pipe_transfer changes.
This fixes the case of "infinitely" nested swizzles such as EXPR.wzyx.yxwz.xxyz
This doesn't appear in typical shaders but with function inlining and the
compiler's internal use of swizzles it can happen.
New glean glsl1 test case added for this.
When doing line stipple, the stipple count resets on each line segment,
unless the primitive is a GL_LINE_LOOP or a GL_LINE_STRIP.
The existing code correctly identifies the need for a software fallback
to handle conformant line stipple on GL_LINE_LOOP primitives, but
neglects to make the same assessment on GL_LINE_STRIP primitives.
This fixes it so they match.