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* g3dvl: Use block and stride instead of cpp and pitch.Younes Manton2008-06-305-30/+41
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* g3dvl: Simplify shader code.Younes Manton2008-06-304-2345/+889
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* g3dvl: Support for field and frame based MC for progressive pictures.Younes Manton2008-06-309-231/+1977
| | | | | MC support for frame and field based motion prediction. Also various bug fixes, clean up.
* g3dvl: Work around SP tex cache bug, specify resource usage flags.Younes Manton2008-06-302-6/+9
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* g3dvl: Get rid of some Valgrind errors.Younes Manton2008-06-302-1/+24
| | | | Get rid of some Valgrind memory leak and uninitialized var errors.
* nouveau: oops, bump the drm patchlevel back down againBen Skeggs2008-06-291-1/+1
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* nv50: fixes after rebase + commits note on the code that was just pushed.Ben Skeggs2008-06-294-6/+6
| | | | | | | | | | | | | | | | | | | | | OK, seems a lot of people have been getting the idea that nouveau is dying lately - I decided to commit some of the work I've been doing lately to prove them wrong :) Progress on my side is slow due to lack of time mainly, but I'm still around. Firstly, don't even bother trying to use gallium on G8x/G9x yet, it won't work. I've deliberately left all the necessary winsys changes out of the commits for a very good reason - I don't know what we're going to need from the DRM exactly yet and don't want to be continually breaking interfaces as I discover additional requirements. On my side, I think I've gone through about 3 different DRM interface changes, and have just discovered that I may need more yet. It'd be very annoying for everyone who uses nouveau to keep things in sync. Once I've got it sorted - I'll commit a lot of cool stuff. Stay tuned. Also, don't look at the shader code.. it's horribly nasty and full of hacks, I used it as an opportunity to learn G8x GPU programs at the same time. New semi-decent code is in works, and will follow at some point. :)
* nv50: reverse stencil sides, header is wrongBen Skeggs2008-06-291-5/+6
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* nv50: fix line stippleBen Skeggs2008-06-291-1/+1
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* nv50: don't multiply polygon offset units by 2.0 like on nv40Ben Skeggs2008-06-291-1/+1
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* nv50: maybe some scissor fixes..Ben Skeggs2008-06-291-2/+2
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* nv50: vpt translate/scale backwardsBen Skeggs2008-06-291-2/+2
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* nv50: whoopsBen Skeggs2008-06-291-2/+2
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* nv50: rework miptree/texture/texsurf code a bitBen Skeggs2008-06-291-11/+19
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* nv50: turn on depth test/write again, not 100% but winsys handles it betterBen Skeggs2008-06-292-5/+6
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* nv50: maintain pipe surface status fieldBen Skeggs2008-06-292-0/+8
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* nv50: remove some debugBen Skeggs2008-06-291-6/+0
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* nv50: simplify emit_interp a bitBen Skeggs2008-06-291-10/+11
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* nv50: make sure static buffers (constbuf, tex control etc) get on reloc listBen Skeggs2008-06-293-1/+4
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* nv50: R32_FLOAT vbo formatBen Skeggs2008-06-291-0/+3
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* nv50: move surface_map/unmap into nv50_surface.cBen Skeggs2008-06-293-27/+35
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* nv50: some people are just born stupid.. really..Ben Skeggs2008-06-291-2/+14
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* nv50: make TEX a halfieBen Skeggs2008-06-291-3/+1
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* nv50: get tri-scissor-tri workingBen Skeggs2008-06-292-6/+20
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* nv50: separate state validation and upload, similar to nv40Ben Skeggs2008-06-294-27/+86
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* nv50: fix blend colourBen Skeggs2008-06-291-2/+2
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* nv50: use stateobjs for sampler/image_control uploadsBen Skeggs2008-06-292-19/+44
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* nv50: hack of a TEX opcodeBen Skeggs2008-06-292-0/+24
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* nv50: hacks for stuff I don't really get yetBen Skeggs2008-06-291-2/+2
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* nv50: abuse constbuf upload for program uploadBen Skeggs2008-06-292-12/+39
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* nv50: a couple more bits'n'piecesBen Skeggs2008-06-292-1/+10
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* nv50: disable inline IMMD for now, IMMD+pred == BANG!Ben Skeggs2008-06-291-5/+1
| | | | fixes progs/fp/lit.txt
* nv50: simplify interp crap a bit...Ben Skeggs2008-06-291-9/+7
| | | | hopefully there wasn't a good reason I went the route I did.. can't recall..
* nv50: do tsc/tic upload + stub out shader TEX stuffBen Skeggs2008-06-296-12/+83
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* nv50: disable ztest for now - it doesn't work stillBen Skeggs2008-06-291-2/+2
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* nv50: flag to indicate to winsys we want a surface for use as a zeta bufferBen Skeggs2008-06-295-3/+29
| | | | | NVIDIA love to make life difficult.. we need different flags in PTEs for zeta.. yay.. not.
* nv50: comment on a so-far unseen bugBen Skeggs2008-06-291-0/+3
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* nv50: another vbo formatBen Skeggs2008-06-291-0/+3
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* nv50: fix blend csoBen Skeggs2008-06-291-4/+4
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* nv50: valgrind complaintBen Skeggs2008-06-291-2/+4
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* nv50: draw_elements() - inline only for the momentBen Skeggs2008-06-291-1/+95
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* nv50: support a couple more common VBO formatsBen Skeggs2008-06-291-0/+6
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* nv50: remove some cruft, don't upload program unless really neededBen Skeggs2008-06-292-32/+10
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* nv50: more efficient const upload + fixes (fp/* works now!)Ben Skeggs2008-06-292-19/+33
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* nv50: use constbuf segment 0 for everything - I can't make the others work..Ben Skeggs2008-06-292-24/+57
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* nv50: allow relocating a shader's constants at upload timeBen Skeggs2008-06-291-5/+16
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* nv50: carry instructions around in nv50_program_exec, not a flat arrayBen Skeggs2008-06-292-236/+268
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* nv50: get vp working again, fp is broken regardless somehow..Ben Skeggs2008-06-291-2/+2
| | | | g8x sucks :)
* nv50: rename nv50_state.h to nv50_program.hBen Skeggs2008-06-295-6/+3
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* nv50: move magics take 2Ben Skeggs2008-06-292-11/+11
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