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authorKeith Whitwell <[email protected]>2008-02-15 09:31:22 +0000
committerKeith Whitwell <[email protected]>2008-02-15 09:31:22 +0000
commitc04a7f8929d674971a472ffa4d3a31200c22aa5a (patch)
treeea06d63c3ed61311ee5bf2e7e8a49bbf83a55a07 /src/gallium/aux/draw/draw_vbuf.h
parentfa9c160389ffc6d7a20773b77c937193f30339d8 (diff)
gallium: reorganize fragment shader execution, unbreak sse
This is probably going to get further reworked in the near future. Right now there's a new interface wrapped around each shader execution mode - exec, sse2, llvm. The llvm code was disabled already and has just been moved as-is to a new file, whereas the sse2 and exec code is actually enabled. The way the interfaces has turned out suggests to me that the correct approach is to actually have each shader include a pointer to a quad stage which will do a better job of encapsulating the execution environment than what I have here -- that's a second step however.
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