# Rules for making release tarballs
-DIRECTORY = Mesa-7.3-rc1
-LIB_NAME = MesaLib-7.3-rc1
-DEMO_NAME = MesaDemos-7.3-rc1
-GLUT_NAME = MesaGLUT-7.3-rc1
+DIRECTORY = Mesa-7.3-rc2
+LIB_NAME = MesaLib-7.3-rc2
+DEMO_NAME = MesaDemos-7.3-rc2
+GLUT_NAME = MesaGLUT-7.3-rc2
MAIN_FILES = \
$(DIRECTORY)/Makefile* \
ASSERT(stencilIrb->PairedDepth == rb->Name);
intel_renderbuffer_map(intel, rb);
intel_renderbuffer_map(intel, stencilRb);
+#if 0
+ /* disable for now */
_mesa_extract_stencil(ctx, rb, stencilRb);
+#endif
intel_renderbuffer_unmap(intel, stencilRb);
intel_renderbuffer_unmap(intel, rb);
stencilIrb->PairedDepth = 0;
ASSERT(depthIrb->PairedStencil == rb->Name);
intel_renderbuffer_map(intel, rb);
intel_renderbuffer_map(intel, depthRb);
+#if 0
+ /* disable for now */
_mesa_extract_stencil(ctx, depthRb, rb);
+#endif
intel_renderbuffer_unmap(intel, depthRb);
intel_renderbuffer_unmap(intel, rb);
depthIrb->PairedStencil = 0;
}
else {
/* Separate depth/stencil buffers, need to interleave now */
- ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_COMPONENT);
- ASSERT(stencilRb->Base._BaseFormat == GL_STENCIL_INDEX);
+ ASSERT(depthRb->Base._BaseFormat == GL_DEPTH_COMPONENT ||
+ depthRb->Base._BaseFormat == GL_DEPTH_STENCIL);
+ ASSERT(stencilRb->Base._BaseFormat == GL_STENCIL_INDEX ||
+ stencilRb->Base._BaseFormat == GL_DEPTH_STENCIL);
+
/* may need to interleave depth/stencil now */
if (depthRb->PairedStencil == stencilRb->Base.Name) {
/* OK, the depth and stencil buffers are already interleaved */
cpp = 4;
break;
case GL_DEPTH_COMPONENT16:
+#if 0
rb->_ActualFormat = GL_DEPTH_COMPONENT16;
rb->DataType = GL_UNSIGNED_SHORT;
rb->DepthBits = 16;
cpp = 2;
break;
+#else
+ /* fall-through.
+ * 16bpp depth renderbuffer can't be paired with a stencil buffer so
+ * always used combined depth/stencil format.
+ */
+#endif
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
if (texImage->TexFormat == &_mesa_texformat_argb8888) {
irb->Base._ActualFormat = GL_RGBA8;
irb->Base._BaseFormat = GL_RGBA;
+ irb->Base.DataType = GL_UNSIGNED_BYTE;
DBG("Render to RGBA8 texture OK\n");
}
else if (texImage->TexFormat == &_mesa_texformat_rgb565) {
irb->Base._ActualFormat = GL_RGB5;
irb->Base._BaseFormat = GL_RGB;
+ irb->Base.DataType = GL_UNSIGNED_SHORT;
DBG("Render to RGB5 texture OK\n");
}
else if (texImage->TexFormat == &_mesa_texformat_z16) {
irb->Base._ActualFormat = GL_DEPTH_COMPONENT16;
irb->Base._BaseFormat = GL_DEPTH_COMPONENT;
+ irb->Base.DataType = GL_UNSIGNED_SHORT;
DBG("Render to DEPTH16 texture OK\n");
- } else if (texImage->TexFormat == &_mesa_texformat_s8_z24) {
+ }
+ else if (texImage->TexFormat == &_mesa_texformat_s8_z24) {
irb->Base._ActualFormat = GL_DEPTH24_STENCIL8_EXT;
irb->Base._BaseFormat = GL_DEPTH_STENCIL_EXT;
+ irb->Base.DataType = GL_UNSIGNED_INT_24_8_EXT;
DBG("Render to DEPTH_STENCIL texture OK\n");
}
else {
irb->Base.InternalFormat = irb->Base._ActualFormat;
irb->Base.Width = texImage->Width;
irb->Base.Height = texImage->Height;
- irb->Base.DataType = GL_UNSIGNED_BYTE; /* FBO XXX fix */
irb->Base.RedBits = texImage->TexFormat->RedBits;
irb->Base.GreenBits = texImage->TexFormat->GreenBits;
irb->Base.BlueBits = texImage->TexFormat->BlueBits;
if (!src || !dst || type != GL_COLOR)
return GL_FALSE;
+ if (ctx->_ImageTransferState) {
+ if (INTEL_DEBUG & DEBUG_PIXEL)
+ fprintf(stderr, "%s: check_color failed\n", __FUNCTION__);
+ return GL_FALSE;
+ }
+
/* Can't handle overlapping regions. Don't have sufficient control
* over rasterization to pull it off in-place. Punt on these for
* now.
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
+#if 0
return &_mesa_texformat_z16;
-
+#else
+ /* fall-through.
+ * 16bpp depth texture can't be paired with a stencil buffer so
+ * always used combined depth/stencil format.
+ */
+#endif
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
return &_mesa_texformat_s8_z24;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
- return &_mesa_texformat_srgb_dxt1;
+ return &_mesa_texformat_srgb_dxt1;
#endif
default:
rs_col_count += count;
}
+ if (InputsRead & FRAG_BIT_FOGC) {
+ /* XXX FIX THIS
+ * Just turn off the bit for now.
+ * Need to do something similar to the color/texcoord inputs.
+ */
+ InputsRead &= ~FRAG_BIT_FOGC;
+ }
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
int swiz;
alloc_hw_reg(s, PROGRAM_INPUT, FRAG_ATTRIB_COL1, hwindex++);
InputsRead &= ~FRAG_BIT_COL1;
+ /* Fog coordinate */
+ if (InputsRead & FRAG_BIT_FOGC)
+ alloc_hw_reg(s, PROGRAM_INPUT, FRAG_ATTRIB_FOGC, hwindex++);
+ InputsRead &= ~FRAG_BIT_FOGC;
+
/* Anything else */
if (InputsRead)
error("Don't know how to handle inputs 0x%x\n", InputsRead);
_glapi_get_proc_address
_mesa_add_soft_renderbuffers
_mesa_add_renderbuffer
+ _mesa_begin_query
_mesa_buffer_data
_mesa_buffer_get_subdata
_mesa_buffer_map
_mesa_delete_array_object
_mesa_delete_buffer_object
_mesa_delete_program
+ _mesa_delete_query
_mesa_delete_texture_object
_mesa_destroy_framebuffer
_mesa_destroy_visual
_mesa_enable_2_0_extensions
_mesa_enable_2_1_extensions
_mesa_enable_sw_extensions
+ _mesa_end_query
_mesa_error
_mesa_finish_render_texture
_mesa_framebuffer_renderbuffer
_mesa_update_framebuffer_visual
_mesa_use_program
_mesa_Viewport
+ _mesa_wait_query
_swrast_Accum
_swrast_Bitmap
_swrast_BlitFramebuffer
_tnl_InvalidateState
_tnl_run_pipeline
_tnl_program_string
+ _tnl_RasterPos
\ No newline at end of file
#define MESA_MAJOR 7
#define MESA_MINOR 3
#define MESA_PATCH 0
-#define MESA_VERSION_STRING "7.3-rc1"
+#define MESA_VERSION_STRING "7.3-rc2"
/* To make version comparison easy */
#define MESA_VERSION(a,b,c) (((a) << 16) + ((b) << 8) + (c))
}
+/**
+ * Check if the given type specifier is a rectangular texture sampler.
+ */
+static GLboolean
+is_rect_sampler_spec(const slang_type_specifier *spec)
+{
+ while (spec->_array) {
+ spec = spec->_array;
+ }
+ return spec->type == SLANG_SPEC_SAMPLER2DRECT ||
+ spec->type == SLANG_SPEC_SAMPLER2DRECTSHADOW;
+}
+
+
+
/**
* Called by compiler when a global variable has been parsed/compiled.
* Here we examine the variable's type to determine what kind of register
}
#if FEATURE_es2_glsl /* XXX should use FEATURE_texture_rect */
/* disallow rect samplers */
- if ((var->type.specifier._array &&
- (var->type.specifier._array->type == SLANG_SPEC_SAMPLER2DRECT ||
- var->type.specifier._array->type == SLANG_SPEC_SAMPLER2DRECTSHADOW)) ||
- (var->type.specifier.type == SLANG_SPEC_SAMPLER2DRECT ||
- var->type.specifier.type == SLANG_SPEC_SAMPLER2DRECTSHADOW)) {
+ if (is_rect_sampler_spec(&var->type.specifier)) {
slang_info_log_error(A->log, "invalid sampler type for '%s'", varName);
return GL_FALSE;
}
+#else
+ (void) is_rect_sampler_spec; /* silence warning */
#endif
{
GLint sampNum = _mesa_add_sampler(prog->Parameters, varName, datatype);
RETURN0;
}
else {
+ /* parse the array constructor size */
slang_operation array_size;
array_constructor = GL_TRUE;
- /* parse the array constructor size */
slang_operation_construct(&array_size);
if (!parse_expression(C, O, &array_size)) {
slang_operation_destruct(&array_size);
if (n->Store->File == PROGRAM_SAMPLER) {
/* no code generated for sampler assignments,
- * just copy the sampler index at compile time.
+ * just copy the sampler index/target at compile time.
*/
n->Store->Index = n->Children[1]->Store->Index;
+ n->Store->TexTarget = n->Children[1]->Store->TexTarget;
return NULL;
}
GLuint newSampNum = *numSamplers;
if (newSampNum >= ctx->Const.MaxTextureImageUnits) {
char s[100];
- sprintf(s, "Too many texture samplers (%u, max is %u)",
- newSampNum, ctx->Const.MaxTextureImageUnits);
+ _mesa_sprintf(s, "Too many texture samplers (%u, max is %u)",
+ newSampNum, ctx->Const.MaxTextureImageUnits);
link_error(shProg, s);
return GL_FALSE;
}
*/
/**
- * \file slang_assemble_typeinfo.c
+ * \file slang_typeinfo.c
* slang type info
* \author Michal Krol
*/
<?xml version="1.0" encoding="Windows-1252"?>\r
<VisualStudioProject\r
ProjectType="Visual C++"\r
- Version="8,00"\r
+ Version="8.00"\r
Name="mesa"\r
ProjectGUID="{2120C974-2717-4709-B44F-D6E6D0A56448}"\r
RootNamespace="mesa"\r
+ TargetFrameworkVersion="131072"\r
>\r
<Platforms>\r
<Platform\r
<File\r
RelativePath="..\..\..\..\src\mesa\glapi\glapi_getproc.c"\r
>\r
+ <FileConfiguration\r
+ Name="Release|Win32"\r
+ >\r
+ <Tool\r
+ Name="VCCLCompilerTool"\r
+ PreprocessorDefinitions="_CRT_SECURE_NO_DEPRECATE"\r
+ />\r
+ </FileConfiguration>\r
+ <FileConfiguration\r
+ Name="Debug|Win32"\r
+ >\r
+ <Tool\r
+ Name="VCCLCompilerTool"\r
+ PreprocessorDefinitions="_CRT_SECURE_NO_DEPRECATE"\r
+ />\r
+ </FileConfiguration>\r
</File>\r
<File\r
RelativePath="..\..\..\..\src\mesa\glapi\glthread.c"\r