search for: gl_texture

Displaying 8 results from an estimated 8 matches for "gl_texture".

2014 Jan 15
1
[PATCH v2] nouveau: add framebuffer validation callback
...buffer *fb) +{ + const struct nouveau_driver *drv = context_drv(ctx); + struct gl_renderbuffer_attachment *color = + &fb->Attachment[BUFFER_COLOR0]; + struct gl_renderbuffer_attachment *depth = + &fb->Attachment[BUFFER_DEPTH]; + int color_bpp = 0, zeta_bpp; + + if (color->Type == GL_TEXTURE) { + color_bpp = validate_format_bpp( + color->Renderbuffer->TexImage->TexFormat); + if (!color_bpp) + goto err; + } + + if (depth->Type == GL_TEXTURE) { + zeta_bpp = validate_format_bpp( + depth->Renderbuffer->TexImage->TexFormat); + if (!zeta_bpp) + goto err; +...
2014 Jan 10
2
[PATCH] nouveau: add framebuffer validation callback
...nouveau_driver *drv = context_drv(ctx); + int i, count = 0; + + for (i = 0; i < ctx->Const.MaxColorAttachments; i++) { + struct gl_renderbuffer_attachment *rba = + &fb->Attachment[BUFFER_COLOR0 + i]; + if (rba->Type == GL_NONE) + continue; + + count++; + if (rba->Type != GL_TEXTURE) + continue; + + if (!drv->is_rt_format_supported( + rba->Renderbuffer->TexImage->TexFormat)) + goto err; + } + if (count > 1) + goto err; + + if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE) { + struct gl_texture_image *ti = + fb->Attachment[BUFFER_DEPTH].R...
2014 Jan 14
0
[PATCH] nouveau: add framebuffer validation callback
...t i, count = 0; > + > + for (i = 0; i < ctx->Const.MaxColorAttachments; i++) { > + struct gl_renderbuffer_attachment *rba = > + &fb->Attachment[BUFFER_COLOR0 + i]; > + if (rba->Type == GL_NONE) > + continue; > + > + count++; > + if (rba->Type != GL_TEXTURE) > + continue; > + > + if (!drv->is_rt_format_supported( > + rba->Renderbuffer->TexImage->TexFormat)) > + goto err; > + } > + if (count > 1) > + goto err; > + > + if (fb->Attachment[BUFFER_DEPTH].Type == GL_TEXTURE) { > + struct gl_te...
2010 Feb 02
2
[RFC] Merge of a reincarnation of the nouveau classic mesa driver.
For a long time the gallium pipe drivers for nvidia fixed function cards (nv0x, nv1x and, to some extent, nv2x) have remained unmaintained and godforsaken -- especially nv0x and nv1x had seen almost no progress since their creation. They've recently grown a classic mesa driver which implements many new features: texturing, hardware-accelerated tnl. However the killer feature is "it
2015 Jan 23
0
Wine release 1.7.35
...wbemprox: Implement Win32_Processor.ProcessorType. wbemprox: Implement Win32_DiskDrive.PNPDeviceID. wbemprox: Implement Win32_BaseBoard.Version. Henri Verbeet (10): wined3d: Introduce struct wined3d_sampler_desc. wined3d: Store a struct wined3d_sampler_desc in struct gl_texture. wined3d: Replace wined3d_texture_apply_state_changes() with wined3d_texture_apply_sampler_desc(). wined3d: Create GL sampler objects for wined3d sampler objects. wined3d: Merge shader_glsl_load_vsamplers() and shader_glsl_load_psamplers(). wined3d: Implement WINED3DSIH_SAMP...
2013 Sep 13
0
Wine release 1.7.2
...a helper function for initializing a D3DDEVICEDESC structure from a D3DDEVICEDESC7 structure. d3dcompiler: Avoid LPVOID. d3drm: Avoid LPCSTR. wined3d: Get rid of the "dirty" flag to wined3d_texture_set_dirty(). wined3d: Replace the "dirty" field in struct gl_texture with WINED3D_TEXTURE_ flags. wined3d: Rewrite surface_modify_location() on top of surface_validate_location() and surface_invalidate_location(). d3drm: Avoid LPSTR. d3drm: Avoid LPVOID. wined3d: Get rid of the special SFLAG_INTEXTURE / SFLAG_INSRGBTEX code in surface_modify_...
2015 Jun 05
60
[Bug 90871] New: NV30: Xfwm4 use_compositing - garbled display
https://bugs.freedesktop.org/show_bug.cgi?id=90871 Bug ID: 90871 Summary: NV30: Xfwm4 use_compositing - garbled display Product: xorg Version: unspecified Hardware: x86 (IA32) OS: Linux (All) Status: NEW Severity: critical Priority: medium Component: Driver/nouveau Assignee:
2010 Nov 12
0
Wine release 1.3.7
...: Add ID3D10ShaderReflection1 interface. dxguid: Add shader and dx11 includes to dx10guid.c. d3dcompiler: Add stub ID3D11ShaderReflection interface. Stefan D?singer (3): wined3d: Don't pass the texture stages to basetexture_apply_state_changes. wined3d: Don't change GL_TEXTURE* when using the arb fragment pipeline. wined3d: Don't reapply lighting when vertex shaders are used. Thomas Mullaly (16): urlmon: Added stub for CoInternetCombineIUri. urlmon/tests: Added basic tests for CoInternetCombineIUri. urlmon/tests: Added actual CoInternetCombin...