| Commit message (Collapse) | Author | Age | Files | Lines |
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Render into two color buffers (render targets). Display half of each
buffer in the window. Use different color masks for each render target.
Only enable blending for the second render target.
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For GL_NV_conditional_render and GL3.
The drawing functions don't check the query object yet.
No API dispatch yet.
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The immediate's bits eat the condition bits.
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Cannot change hw reg assigned to a TGSI TEMP on the fly if
we are in a loop, conditional, or can jump around wildly.
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Not that they make much sense on nv50, but we also do LIT ...
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If we create multiple instances of an nv50_reg referencing
them same resource, register allocation from alloc_reg has
to be done with the original nv50_reg.
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Also fixes RSQ of negative sources.
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This negation would only be triggered in situations
where it's incorrect.
The caller of set_immd should negate the immediate value
in the instruction itself if desired, and will also know
if it's a float or an int.
ADD TEMP[0], CONST[0], -IMMD[0] would load the immediate
into extra TEMP, negated, and set the negate flag in add
as well - double negation.
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Note: not plugged into the dispatch table yet.
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Note: some code disabled until dispatch table supports GL3 entrypoints.
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These functions clear color/depth/stencil buffers with a value that's
passed to the function, rather than the context clear values.
For now these functions are implemented in terms of the existing
ctx->Driver.Clear() hook. In the future when we have non-normalized
integer and unsigned integer color buffer formats we'll need new
driver hook(s) to pass int and uint clear values to the driver.
Note: these functions are not hooked into the dispatch table at this time.
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Currently in nvXX_transfer_new a temporary as large as the surface is created.
If the subrectangle is not the whole texture we would need to read
back the whole texture, but we aren't.
Thus, everything but the subrectangle specified is loaded as garbage.
This can be seen in progs/demos/ray.
This patch fixes the problem by creating a temporary that covers only
the desired subrectangle.
That makes us hit an alignment assert in nv04_surface_2d.c. Fix it
using the point registers instead of manipulating the swizzled surface
offset to account for the destination coordinates (which do not seem
to have a 1024 limit).
Signed-off-by: Francisco Jerez <[email protected]>
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Not plugged into dispatch table yet...
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This is part of the GL_EXT_draw_buffers2 extension and part of GL 3.0.
The ctx->Color.ColorMask field is now a 2-D array. Until drivers are
modified to support per-buffer color masking, they can just look at
the 0th color mask.
The new _mesa_ColorMaskIndexed() function will be called by
glColorMaskIndexedEXT() or glColorMaski().
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The functions are _mesa_GetBooleanIndexedv(), _mesa_GetIntegerIndexedv(), and
_mesa_GetInteger64Indexedv(). These will be called from API functions such as
glGetBooleanIndexedvEXT() and glGetBooleani_v().
Only the GL_BLEND query is supported at this time.
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ctx->Color.BlendEnabled is now a GLbitfield instead of a GLboolean to
indicate blend on/off status for each color/draw buffer.
This is infrastructure for GL_EXT_draw_buffers2 and OpenGL 3.x
New functions include _mesa_EnableIndexed(), _mesa_DisableIndexed(), and
_mesa_IsEnabledIndexed(). The enable function corresponds to
glEnableIndexedEXT() for GL_EXT_draw_buffers2 or glEnablei() for GL3.
Note that there's quite a few tests for ctx->Color.BlendEnabled != 0 in
drivers, etc. Those tests can remain as-is since the mask will be 0 or ~0
unless GL_EXT_draw_buffers2 is enabled.
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The wine d3d9 visual.c testcase was tripping over this and failing.
Presumably it's binding a packed depth/stencil texture to both
stencil and depth attachment points, and we make a new renderbuffer
wrapper for each in that case.
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Wine's d3d9 visual.c testcase tries this a lot, so I've added some
piglit tests (fbo-nodepth-test, fbo-nostencil-test, fbo-stencil-only)
and enabled it.
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Noticed by clang.
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