mesa: fix/simplify initialization of vertex/fragment program limits
Defaults for program length, num ALU instructions, num indirections, etc.
basically indicate no limit for software rendering. Driver should override
as needed.
mesa: fix/simplify initialization of vertex/fragment program limits
Defaults for program length, num ALU instructions, num indirections, etc.
basically indicate no limit for software rendering. Driver should override
as needed.
The VBO module may use a real VBO or a malloc'd buffer for vertex storage.
Be careful not to accidentally replace the later with the former when drawing.
Check if using a real VBO at destroy time to prevent a double-free.
intel: Fix clears to depth_stencil texture attachments.
Broken by 0adfd1021035e90995a25ec5f20b736e55075d92, showed up as an assertion
failure in a software fallback in the shadowtex demo when we failed to
recognize the texture format.
vbo: unmap and remap immediate vbo before/after each draw.
Also use BufferData(NULL) to get fresh storage and avoid synchronous
operation where we would have to flush and wait for the fence after each
draw because of the map.
This will chew through a whole load of buffer space on small draws, so
it isn't a proper solution. Need to support a no-fence or append mapping
mode to do this right, or use user buffers.
Additional error checking.
Allow setting elements of uniform arrays. This involves encoding both
a uniform location and a parameter offset in the value returned by
glGetUniformLocation().
Limit glUniform[if]v()'s count to the size of the uniform array.
When setting bool-valued uniforms, convert all float/int values to 0 or 1.