Even shader ID doesn't change. Otherwise the token change is not
effective.
This reverts regression from commit
cdb445f3a9. Regression could be seen in
Quake3's loading screen -- the upper right corner of the screen would
be black.
* remove-intel-dri1:
intel: intelScreenContext() is no longer used
intel: Remove remaining dri2.enabled tests
intel: Drop more cliprect bookkeeping
intel: Remove struct intel_framebuffer
intel: Remove client-side vblank code
intel: Drop intelWindowMoved()
intel: Drop batchbuffer cliprect_mode tracking
intel: Drop DRI1 static regions
intel: Use depth buffer from ctx.DrawBuffer in copypix_src_region()
intel: Drop LOCK/UNLOCK_HARDWARE()
intel: Drop DRI1 SwapBuffer implementation
intel: Drop DRI1 CopySubBuffer implementation
intel: Drop DRI1 support
Push __driDriverExtensions out of dri_util.c and into the drivers
Remove leftover __DRI{screen,drawable,context}Private references
Check for libdrm_$chipset.pc when needed
gallium: Add SWITCH, CASE, DEFAULT and ENDSWITCH opcodes to TGSI.
Provide reference implementation of them in tgsi_exec.
Note that BREAK opcode is overloaded and can be used to break out
of either a loop or a switch-case statement.
mesa: make texture BorderColor a union of float/int/uint
When we have integer-valued texture formats, the texture border color
must also store integer and uint values.
With GL 3.0, the new glTexParameterIiv() and glTexParameterIuiv() functions
can set the border color to int or uint values.
i965: Fix the surface offset calculation for tiled buffers.
If we ever had a non-tile-aligned tiled renderbuffer, the math was all
off. Use the existing x,y coordinates instead of trying to
reconstruct them from an incorrectly-calculated offset value.