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Viewing changes to src/gallium/drivers/failover/fo_state_emit.c

  • Committer: Bazaar Package Importer
  • Author(s): Robert Hooker, Robert Hooker, Christopher James Halse Rogers
  • Date: 2010-09-14 08:55:40 UTC
  • mfrom: (1.2.28 upstream)
  • Revision ID: james.westby@ubuntu.com-20100914085540-m4fpl0hdjlfd4jgz
Tags: 7.9~git20100909-0ubuntu1
[ Robert Hooker ]
* New upstream git snapshot up to commit 94118fe2d4b1e5 (LP: #631413)
* New features include ATI HD5xxx series support in r600, and a vastly
  improved glsl compiler.
* Remove pre-generated .pc's, use the ones generated at build time
  instead.
* Remove all references to mesa-utils now that its no longer shipped
  with the mesa source.
* Disable the experimental ARB_fragment_shader option by default on
  i915, it exposes incomplete functionality that breaks KDE compositing
  among other things. It can be enabled via driconf still. (LP: #628930).

[ Christopher James Halse Rogers ]
* debian/patches/04_osmesa_version.diff:
  - Refresh for new upstream
* Bugs fixed in this release:
  - Fixes severe rendering corruption in Unity on radeon (LP: #628727,
    LP: #596292, LP: #599741, LP: #630315, LP: #613694, LP: #599741).
  - Also fixes rendering in gnome-shell (LP: #578619).
  - Flickering in OpenGL apps on radeon (LP: #626943, LP: #610541).
  - Provides preliminary support for new intel chips (LP: #601052).
* debian/rules:
  - Update configure flags to match upstream reshuffling.
  - Explicitly remove gallium DRI drivers that we don't want to ship.
* Update debian/gbp.conf for this Maverick-specific packaging
* libegl1-mesa-dri-x11,kms: There are no longer separate kms or x11 drivers
  for EGL, libegl1-mesa-drivers now contains a single driver that provides
  both backends.

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   if (failover->dirty & FO_NEW_CLIP)
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      failover->sw->set_clip_state( failover->sw, &failover->clip );
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   if (failover->dirty & FO_NEW_SAMPLE_MASK)
 
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      failover->sw->set_sample_mask( failover->sw, failover->sample_mask );
 
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   if (failover->dirty & FO_NEW_DEPTH_STENCIL)
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      failover->sw->bind_depth_stencil_alpha_state( failover->sw,
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                                                    failover->depth_stencil->sw_state );
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      failover->sw->bind_vs_state( failover->sw,
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                                   failover->vertex_shader->sw_state );
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   if (failover->dirty & FO_NEW_VERTEX_ELEMENT)
 
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      failover->sw->bind_vertex_elements_state( failover->sw,
 
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                                                failover->vertex_elements->sw_state );
 
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   if (failover->dirty & FO_NEW_STIPPLE)
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      failover->sw->set_polygon_stipple( failover->sw, &failover->poly_stipple );
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                                               failover->sw_vertex_sampler_state);
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   }
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   if (failover->dirty & FO_NEW_TEXTURE) {
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      failover->sw->set_fragment_sampler_textures( failover->sw, failover->num_textures, 
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                                                   failover->texture );
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      failover->sw->set_vertex_sampler_textures(failover->sw,
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                                                failover->num_vertex_textures, 
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                                                failover->vertex_textures);
 
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   if (failover->dirty & FO_NEW_SAMPLER_VIEW) {
 
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      struct pipe_sampler_view *fragment_views[PIPE_MAX_SAMPLERS];
 
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      struct pipe_sampler_view *vertex_views[PIPE_MAX_VERTEX_SAMPLERS];
 
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      uint i;
 
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      for (i = 0; i < failover->num_fragment_sampler_views; i++) {
 
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         fragment_views[i] = failover->fragment_sampler_views[i]->sw;
 
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      }
 
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      failover->sw->set_fragment_sampler_views(failover->sw,
 
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                                               failover->num_fragment_sampler_views,
 
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                                               fragment_views);
 
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      for (i = 0; i < failover->num_vertex_sampler_views; i++) {
 
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         vertex_views[i] = failover->vertex_sampler_views[i]->sw;
 
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      }
 
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      failover->sw->set_vertex_sampler_views(failover->sw,
 
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                                             failover->num_vertex_sampler_views,
 
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                                             vertex_views);
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   }
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   if (failover->dirty & FO_NEW_VERTEX_BUFFER) {
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                                        failover->vertex_buffers );
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   }
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   if (failover->dirty & FO_NEW_VERTEX_ELEMENT) {
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      failover->sw->set_vertex_elements( failover->sw,
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                                         failover->num_vertex_elements,
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                                         failover->vertex_elements );
 
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   if (failover->dirty & FO_NEW_INDEX_BUFFER) {
 
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      failover->sw->set_index_buffer( failover->sw,
 
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                                      &failover->index_buffer );
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   }
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   failover->dirty = 0;