There's some stray whitespace in these files that doesn't do anything
useful. Let's get rid of if.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@intel.com>
XMesa (Xlib) implements OpenGL 1.5
OSMesa (off-screen) implements OpenGL 1.5
Windows/Win32 implements OpenGL 1.5
XMesa (Xlib) implements OpenGL 1.5
OSMesa (off-screen) implements OpenGL 1.5
Windows/Win32 implements OpenGL 1.5
-Glide (3dfx Voodoo1/2) requires updates
+Glide (3dfx Voodoo1/2) requires updates
SVGA requires updates
DJGPP requires updates
GGI requires updates
SVGA requires updates
DJGPP requires updates
GGI requires updates
XMesa (Xlib) implements OpenGL 1.5
OSMesa (off-screen) implements OpenGL 1.5
Windows/Win32 implements OpenGL 1.5
XMesa (Xlib) implements OpenGL 1.5
OSMesa (off-screen) implements OpenGL 1.5
Windows/Win32 implements OpenGL 1.5
-Glide (3dfx Voodoo1/2) requires updates
+Glide (3dfx Voodoo1/2) requires updates
SVGA requires updates
DJGPP requires updates
GGI requires updates
SVGA requires updates
DJGPP requires updates
GGI requires updates
if needed. For example:
<pre>
i965: Remove end-of-thread SEND alignment code.
if needed. For example:
<pre>
i965: Remove end-of-thread SEND alignment code.
This was present in Eric's initial implementation of the compaction code
for Sandybridge (commit 077d01b6). There is no documentation saying this
is necessary, and removing it causes no regressions in piglit on any
This was present in Eric's initial implementation of the compaction code
for Sandybridge (commit 077d01b6). There is no documentation saying this
is necessary, and removing it causes no regressions in piglit on any
process, they should be noted such as in this example:
<pre>
st/mesa: add ARB_texture_stencil8 support (v4)
process, they should be noted such as in this example:
<pre>
st/mesa: add ARB_texture_stencil8 support (v4)
if we support stencil texturing, enable texture_stencil8
there is no requirement to support native S8 for this,
the texture can be converted to x24s8 fine.
if we support stencil texturing, enable texture_stencil8
there is no requirement to support native S8 for this,
the texture can be converted to x24s8 fine.
v2: fold fixes from Marek in:
a) put S8 last in the list
b) fix renderable to always test for d/s renderable
v2: fold fixes from Marek in:
a) put S8 last in the list
b) fix renderable to always test for d/s renderable
These unusual values lead to invalid modelview matrices.
For example, the last glRotate command above produces this matrix with Mesa:
<pre>
These unusual values lead to invalid modelview matrices.
For example, the last glRotate command above produces this matrix with Mesa:
<pre>
-1.08536e+24 2.55321e-23 -0.000160389 0
-5.96937e-25 1.08536e+24 103408 0
-103408 -0.000160389 1.74755e+09 0
-0 0 0 nan
+1.08536e+24 2.55321e-23 -0.000160389 0
+5.96937e-25 1.08536e+24 103408 0
+103408 -0.000160389 1.74755e+09 0
+0 0 0 nan
</pre>
and with NVIDIA's OpenGL:
<pre>
</pre>
and with NVIDIA's OpenGL:
<pre>
-1.4013e-45 0 -nan 0
-0 1.4013e-45 1.4013e-45 0
-1.4013e-45 -nan 1.4013e-45 0
-0 0 0 1.4013e-45
+1.4013e-45 0 -nan 0
+0 1.4013e-45 1.4013e-45 0
+1.4013e-45 -nan 1.4013e-45 0
+0 0 0 1.4013e-45
</pre>
<p>
This causes the object in question to be drawn in a strange orientation
</pre>
<p>
This causes the object in question to be drawn in a strange orientation