r600g: handle PIPE_CAP_DEVICE_MEMORY_SIZE
gallium/util: add util_dump_bind,transfer_flags,box
winsys/sw/wrapper: hook up is_displaytarget_format_supported

Looks like no one's using this thing.
nvc0: disable clipping hack if viewport.scale.w == 0
gallium/draw: support hack to disable clipping
nv50: support for hackish viewport bypass
nv50,nvc0: d3d9 requires transfer stride to be aligned to 4
nine/device: GetSwapChain should set pointer to NULL on failure

nine/device: setting RT 0 updates viewport and scissor

nine/swapchain: resize should also resize surface desc, and fix desc

nine/device: improve Clear()

nine/resource: don't Release device if it hasn't been set

nine/query: don't GetData on virgin queries

nine/pipe: don't assert on invalid rects

nine/pdata: fix Set/FreePrivateData

nine/device: drop RT requirement from OffscreenPlainSurface

nine/texture: AUTOGENMIPMAP error cases

nine/query: fresh queries return S_OK on GetData after all

nine/surface: stride must be aligned to 4

nine/surface9: don't usage staging systemmem resources for now

nine/device: fix OffscreenPlainSurface pool

nine/pipe: remove one more box assert

nine/vdecl: don't fail on 0 elements, add hash table for FVF

nine/stateblock: transfer transforms and lights

For active lights we'll actually have to redo how lights are saved.
Grr.

nine/device: CreateStateBlock fixes 1

nine/state: vertex samplers are special enums

nine/stateblock: copy current lights in CreateStateBlock

nine/ff: more cases that disable texturing

nine/pipe: add comment about D3DRS_CLIPPING affecting depth clip

Wine says it shouldn't.

nine/device: StretchRect: more error cases and use rcr when possible

nine: guard against blithe testers

nine,gallium/util: I'm beginning to dislike boxes
nine/ff: don't forget COMPLEMENT, ALPHAREPLICATE bits for PS stage args

nine/ff: light.alpha should be ignored

nine/device: oops accidentally reverted clear patch, add some fixes

In 4b7cd98c64eca53a9f84d9d2d4c89374281a8d46.

nine/device: fix ColorFill for pipe_surface creation fail

nine/ff: fix fog

nine/basetexture: fix UpdateSamplerView uninitialized use

nine/ff: undefined colors should be 1

nine/caps: MaxSimultaneousTextures should be PS textures only

nine/shader: some input/output reg fixes

nine/device: dump SetShaderConstant calls

nine/ff: set VS,PS consts dirty after FF has been used

nine/texture: update user error checks

nine/surface: honor lockable flags

nine/adapter: temporarily relax format check adapter format strictness

nine/surface: has always D3DRTYPE_SURFACE

nine/device: stub some display functions

nine/caps: more samplers for StarCraft2

nine/device: stringify CreateTexture DBG pool, usage

nine/volume: add missing ++lock_count in LockBox

nine/texture: fix MarkContainerDirty

nine/shader: misc fixes

nine/state: zero out unused sampler view slots

nine/shader: more fixes ... AND SC2 NOW RUNS !

BUT it doesn't draw anything visible, I can hear the sound though
and it doesn't crash, at least not immediately.

nine/device: add software cursor

We need a blit with blending ...

nine/winsys: add GetCursorPos for my software cursor

nine/vertexshader: don't forget to record inputs

Done only for FF shaders until now.
gallium: add blending to pipe blit
mesa/st: initialize blit.alpha_blend
nvc0: NULL vertex buffers are allowed
nv50/ir/tgsi: handle TGSI_OPCODE_CND
nvc0: reset constant vertex attribute data after blit

To make wine's test_vshader_input happy.
nvc0: SQUASH y-flip does affect FragCoord shader input after all
nvc0: add fast-path for constant buffer upload

Saves a memcpy, and increased threshold for push method, which is
usually better because there's no subchannel switch.
nvc0: don't update vbufs that aren't being accessed
nv50: record CB slot for bound constant buffers

So we don't have to re-bind every time a transfer on a bound buffer
is performed, i.e. on all constant uploads with d3d9.
nv50/ir/tgsi: support TGSI_OPCODE_ARR
nv50,nvc0: handle TGSI_PROPERTY_VS_WINDOW_SPACE_POSITION