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* Added a boolean option for a floating-point depth buffer.Felix Kuehling2005-01-031-0/+6
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* The opcode and command length fields of RenderLarge commands wereIan Romanick2005-01-032-13/+19
| | | | mistakenly emitted in the wrong order.
* latest updatesBrian Paul2005-01-032-5/+19
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* Add structs describing vertex and pixel shader state to r300_state.Vladimir Dergachev2005-01-034-72/+581
| | | | | Take apart program_pipeline() and move it into appropriate pieces within the driver. Test the framework on run_flat_render()
* bump version to 6.3, etc.Brian Paul2005-01-031-8/+11
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* DirectFB driver (Claudio Ciccani)Brian Paul2005-01-036-1/+849
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* updates from JoukBrian Paul2005-01-032-3/+6
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* Turns out I left flat primitives in vertex buffer mode. Switch them back to ↵Vladimir Dergachev2005-01-031-1/+1
| | | | immediate which works correctly..
* Enable code to compute other constants that were used by R200 code.Vladimir Dergachev2005-01-034-29/+30
| | | | | Add fprintf to print these constants. Correct t->size computation, so it works now.
* Port texture allocation code from R200.red_tinted_cubeVladimir Dergachev2005-01-0311-13/+3393
| | | | Hook it up, so lesson06 displays red colored textures.
* Add texture units registersVladimir Dergachev2005-01-023-2/+118
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* Cleanup !noisy_cubeVladimir Dergachev2005-01-021-27/+15
| | | | I can not trigger any lockups now..
* I think I fixed the lockups issue.Vladimir Dergachev2005-01-021-3/+23
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* Get textures to work with NeHe lesson06.Vladimir Dergachev2005-01-021-59/+57
| | | | The code is still disabled since we are displaying random image data instead of actual texture and because I had to put a sleep(1) in lesson06 drawing loop to prevent lockups.
* linux-dri-x86 build fix from Andreas Stenglein.Adam Jackson2005-01-024-4/+4
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* Improved the performance of software fallbacks by not waiting for idleFelix Kuehling2005-01-022-41/+85
| | | | | | in every single span function. Instead flush and wait in the SpanRenderStart hook and in wrappers around _swrast_Copy/Draw/ReadPixels. Misc. cleanups in savagespan.c while I'm there.
* Removed all direct hardware access (MMIO, BCI) from the Savage DRIFelix Kuehling2005-01-0115-874/+842
| | | | | driver. It uses the new DRM version 2.0.x now, which has just been committed to DRM CVS.
* Use DRM headers from $(DRM_SOURCE_PATH)/shared-core instead of .../shared.Felix Kuehling2005-01-011-4/+3
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* Add a convenience function to issue CP delays.Vladimir Dergachev2005-01-011-0/+21
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* Qualify the magic 20B0 register as SE_VTE_CNTL similar to R200. Looks like ↵rotating_gearsVladimir Dergachev2004-12-314-22/+22
| | | | | | disabling Z offset and scaling displays gears properly, not sure why. Perhaps the meaning of the bits has changed ? Cleanup code a bit.
* Sync with master copy.Vladimir Dergachev2004-12-311-0/+13
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* Add texture drawing code. Note: it is broken at the moment and is disabled ↵Vladimir Dergachev2004-12-311-22/+237
| | | | | | in CVS. However, all hooks are there. Fix vertex buffer drawing code.
* Rework slightly r300_get_primitive_type - make it clearer and more compact..Vladimir Dergachev2004-12-301-53/+41
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* Get scissor test working again. Passes glean scissor test.Keith Whitwell2004-12-304-26/+70
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* Calculate DEPTH_SCALE correctly for polygon offset.Keith Whitwell2004-12-303-1/+5
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* Simplify viaBlit a bit more.Keith Whitwell2004-12-303-57/+63
| | | | Implement masked clears.
* Add missing files.shimmering_gearsVladimir Dergachev2004-12-302-0/+184
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* Initialize depth pointer correctly.Keith Whitwell2004-12-301-1/+1
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* Don't need to adjust for drawXoff in fallback clipping.Keith Whitwell2004-12-301-4/+4
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* fix regression with fallbacks from recent commitsKeith Whitwell2004-12-302-6/+6
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* Fix MagFilter state for texunit 0Keith Whitwell2004-12-301-11/+17
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* Update vertex buffer code (still does not work properly..)Vladimir Dergachev2004-12-301-6/+11
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* Update to recent r300_lib.Vladimir Dergachev2004-12-301-38/+15
| | | | | Cleanup code that is not relevant anymore. Play with unknown2 parameter.
* Hooked up projection matrix - the gears actually rotate !Vladimir Dergachev2004-12-301-0/+2
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* Restructure code.Vladimir Dergachev2004-12-301-91/+275
| | | | | Add drawing code that uses vertex buffers - does not lockup, but does not draw correctly either.. Perhaps something to do with vertices being overwritten ? Start using hardware state retained by the driver and cut back on direct register writes significantly.
* Change default RS settings so that glxgears will display something..Vladimir Dergachev2004-12-303-3/+15
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* Clarify some of the unkXXXX atoms.Vladimir Dergachev2004-12-303-15/+43
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* Port viewport setting code from R200.Vladimir Dergachev2004-12-303-20/+85
| | | | Take it outside R300ResetHwState.
* Fix some wrapping bugs in the last commit. Probably there are moreKeith Whitwell2004-12-298-31/+65
| | | | remaining.
* Simplfy clear() and swapbuffers() code.Keith Whitwell2004-12-2910-1003/+613
| | | | | | | Fix various mishandling of cliprects. Allow multiple primitives to be emitted to a single dma buffer, which was largely impossible previously. Re-enable the fast unclipped render stage.
* Use Point._Size in calculationKeith Whitwell2004-12-291-1/+1
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* use clamped Line._Width in calculationsKeith Whitwell2004-12-292-7/+7
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* Don't advertise wide lines or points.Keith Whitwell2004-12-291-4/+4
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* Make line stipple a fallback.Keith Whitwell2004-12-295-21/+16
| | | | Make sure fallbacks are wrapped by SpanRenderStart/SpanRenderFinish
* Don't pingpong cliprects through sarea on CopyBuffer().Keith Whitwell2004-12-291-34/+5
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* Fallback on 3d textures correctly.Keith Whitwell2004-12-291-13/+18
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* Get twoside-lit triangles working againKeith Whitwell2004-12-291-8/+33
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* Large updateKeith Whitwell2004-12-2920-4331/+1131
| | | | | | | | | - Remove via duplicates of shared template files - Update driver to work with current versions of the above - Rework dma accounting - Rework emitting to dma to use a consistent set of macros The handling of cliprects in the driver is still pretty questionable.
* Rearrange code so we don't dump state as often.Vladimir Dergachev2004-12-291-62/+78
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* Get most primitives working using immediate mode.Vladimir Dergachev2004-12-291-35/+126
| | | | | Glxgears displays "rotating" gears, all in the same place (no transform mode, remember ?) Work needs to be done to understand how to have glxgears working properly.