From 30af30b78075159fce477ae99cc72540133714d0 Mon Sep 17 00:00:00 2001 From: marha Date: Sun, 26 Jan 2014 20:05:50 +0100 Subject: xserver randrproto libxtrans fontconfig libxcb xcb-proto mesa git update 26 Jan 2014 xserver commit c1ce807d9f18f215332d7eeb844e8c640f71c53c libxcb commit e7263931aff3e3450dc938ad465a7577f943549f libxcb/xcb-proto commit d898fd39ad6c82207eb78666b2daad982dd757b5 randrproto commit a4a6694c059d74247c16527eef4a0ec9f56bbef6 libxtrans commit e1e6121a1638d43d9929589b4723da2b38cb6b44 fontconfig commit e2b406053c2937799da8636c56b72a77998bcab0 mesa commit 07149f0252c52b4ac58b6df4e307fd786b49b490 --- mesalib/src/mesa/drivers/common/driverfuncs.c | 2 +- mesalib/src/mesa/drivers/common/meta.c | 90 +++++++++++++++------------ 2 files changed, 50 insertions(+), 42 deletions(-) (limited to 'mesalib/src/mesa/drivers/common') diff --git a/mesalib/src/mesa/drivers/common/driverfuncs.c b/mesalib/src/mesa/drivers/common/driverfuncs.c index e8dcb2476..6d56838cd 100644 --- a/mesalib/src/mesa/drivers/common/driverfuncs.c +++ b/mesalib/src/mesa/drivers/common/driverfuncs.c @@ -274,7 +274,7 @@ _mesa_init_driver_state(struct gl_context *ctx) ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled); ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag); ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag); - ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled); + ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.EnableFlags); ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled); ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE); ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE); diff --git a/mesalib/src/mesa/drivers/common/meta.c b/mesalib/src/mesa/drivers/common/meta.c index 129451471..2443a7723 100644 --- a/mesalib/src/mesa/drivers/common/meta.c +++ b/mesalib/src/mesa/drivers/common/meta.c @@ -138,9 +138,7 @@ struct save_state GLboolean FragmentProgramEnabled; struct gl_fragment_program *FragmentProgram; GLboolean ATIFragmentShaderEnabled; - struct gl_shader_program *VertexShader; - struct gl_shader_program *GeometryShader; - struct gl_shader_program *FragmentShader; + struct gl_shader_program *Shader[MESA_SHADER_STAGES]; struct gl_shader_program *ActiveShader; /** MESA_META_STENCIL_TEST */ @@ -170,7 +168,7 @@ struct save_state struct gl_buffer_object *ArrayBufferObj; /** MESA_META_VIEWPORT */ - GLint ViewportX, ViewportY, ViewportW, ViewportH; + GLfloat ViewportX, ViewportY, ViewportW, ViewportH; GLclampd DepthNear, DepthFar; /** MESA_META_CLAMP_FRAGMENT_COLOR */ @@ -598,6 +596,8 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) } if (state & MESA_META_SHADER) { + int i; + if (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_vertex_program) { save->VertexProgramEnabled = ctx->VertexProgram.Enabled; _mesa_reference_vertprog(ctx, &save->VertexProgram, @@ -617,12 +617,10 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) _mesa_set_enable(ctx, GL_FRAGMENT_SHADER_ATI, GL_FALSE); } - _mesa_reference_shader_program(ctx, &save->VertexShader, - ctx->Shader.CurrentVertexProgram); - _mesa_reference_shader_program(ctx, &save->GeometryShader, - ctx->Shader.CurrentGeometryProgram); - _mesa_reference_shader_program(ctx, &save->FragmentShader, - ctx->Shader.CurrentFragmentProgram); + for (i = 0; i < MESA_SHADER_STAGES; i++) { + _mesa_reference_shader_program(ctx, &save->Shader[i], + ctx->Shader.CurrentProgram[i]); + } _mesa_reference_shader_program(ctx, &save->ActiveShader, ctx->Shader.ActiveProgram); @@ -737,21 +735,21 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) if (state & MESA_META_VIEWPORT) { /* save viewport state */ - save->ViewportX = ctx->Viewport.X; - save->ViewportY = ctx->Viewport.Y; - save->ViewportW = ctx->Viewport.Width; - save->ViewportH = ctx->Viewport.Height; + save->ViewportX = ctx->ViewportArray[0].X; + save->ViewportY = ctx->ViewportArray[0].Y; + save->ViewportW = ctx->ViewportArray[0].Width; + save->ViewportH = ctx->ViewportArray[0].Height; /* set viewport to match window size */ - if (ctx->Viewport.X != 0 || - ctx->Viewport.Y != 0 || - ctx->Viewport.Width != ctx->DrawBuffer->Width || - ctx->Viewport.Height != ctx->DrawBuffer->Height) { - _mesa_set_viewport(ctx, 0, 0, + if (ctx->ViewportArray[0].X != 0 || + ctx->ViewportArray[0].Y != 0 || + ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width || + ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) { + _mesa_set_viewport(ctx, 0, 0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height); } /* save depth range state */ - save->DepthNear = ctx->Viewport.Near; - save->DepthFar = ctx->Viewport.Far; + save->DepthNear = ctx->ViewportArray[0].Near; + save->DepthFar = ctx->ViewportArray[0].Far; /* set depth range to default */ _mesa_DepthRange(0.0, 1.0); } @@ -829,6 +827,7 @@ _mesa_meta_end(struct gl_context *ctx) { struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1]; const GLbitfield state = save->SavedState; + int i; /* After starting a new occlusion query, initialize the results to the * values saved previously. The driver will then continue to increment @@ -933,9 +932,17 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_SCISSOR) { - _mesa_set_enable(ctx, GL_SCISSOR_TEST, save->Scissor.Enabled); - _mesa_Scissor(save->Scissor.X, save->Scissor.Y, - save->Scissor.Width, save->Scissor.Height); + unsigned i; + + for (i = 0; i < ctx->Const.MaxViewports; i++) { + _mesa_set_scissor(ctx, i, + save->Scissor.ScissorArray[i].X, + save->Scissor.ScissorArray[i].Y, + save->Scissor.ScissorArray[i].Width, + save->Scissor.ScissorArray[i].Height); + _mesa_set_enablei(ctx, GL_SCISSOR_TEST, i, + (save->Scissor.EnableFlags >> i) & 1); + } } if (state & MESA_META_SHADER) { @@ -960,23 +967,24 @@ _mesa_meta_end(struct gl_context *ctx) save->ATIFragmentShaderEnabled); } - if (ctx->Extensions.ARB_vertex_shader) - _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, save->VertexShader); + if (ctx->Extensions.ARB_vertex_shader) { + _mesa_use_shader_program(ctx, GL_VERTEX_SHADER, + save->Shader[MESA_SHADER_VERTEX]); + } if (_mesa_has_geometry_shaders(ctx)) _mesa_use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, - save->GeometryShader); + save->Shader[MESA_SHADER_GEOMETRY]); if (ctx->Extensions.ARB_fragment_shader) _mesa_use_shader_program(ctx, GL_FRAGMENT_SHADER, - save->FragmentShader); + save->Shader[MESA_SHADER_FRAGMENT]); _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, save->ActiveShader); - _mesa_reference_shader_program(ctx, &save->VertexShader, NULL); - _mesa_reference_shader_program(ctx, &save->GeometryShader, NULL); - _mesa_reference_shader_program(ctx, &save->FragmentShader, NULL); + for (i = 0; i < MESA_SHADER_STAGES; i++) + _mesa_reference_shader_program(ctx, &save->Shader[i], NULL); _mesa_reference_shader_program(ctx, &save->ActiveShader, NULL); } @@ -1089,11 +1097,11 @@ _mesa_meta_end(struct gl_context *ctx) } if (state & MESA_META_VIEWPORT) { - if (save->ViewportX != ctx->Viewport.X || - save->ViewportY != ctx->Viewport.Y || - save->ViewportW != ctx->Viewport.Width || - save->ViewportH != ctx->Viewport.Height) { - _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY, + if (save->ViewportX != ctx->ViewportArray[0].X || + save->ViewportY != ctx->ViewportArray[0].Y || + save->ViewportW != ctx->ViewportArray[0].Width || + save->ViewportH != ctx->ViewportArray[0].Height) { + _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY, save->ViewportW, save->ViewportH); } _mesa_DepthRange(save->DepthNear, save->DepthFar); @@ -1761,7 +1769,7 @@ blitframebuffer_texture(struct gl_context *ctx, } /* setup viewport */ - _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); _mesa_DepthMask(GL_FALSE); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); @@ -1916,7 +1924,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); } - _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE); _mesa_DepthMask(GL_FALSE); @@ -1965,7 +1973,7 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, _mesa_DepthFunc(GL_ALWAYS); _mesa_DepthMask(GL_TRUE); - _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH); + _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH); _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); mask &= ~GL_DEPTH_BUFFER_BIT; @@ -3782,7 +3790,7 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, assert(dstHeight == ctx->DrawBuffer->Height); /* setup viewport */ - _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight); + _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight); _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -4072,7 +4080,7 @@ decompress_texture_image(struct gl_context *ctx, _mesa_MatrixMode(GL_PROJECTION); _mesa_LoadIdentity(); _mesa_Ortho(0.0, width, 0.0, height, -1.0, 1.0); - _mesa_set_viewport(ctx, 0, 0, width, height); + _mesa_set_viewport(ctx, 0, 0, 0, width, height); /* upload new vertex data */ _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts); -- cgit v1.2.3