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* r300g: Don't multisample non-32-bpp render targets.Corbin Simpson2010-06-161-0/+6
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* r300g: Finish resolve function.Corbin Simpson2010-06-161-6/+14
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* r300g: Add resource resolve function.Corbin Simpson2010-06-161-0/+35
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* r300g: Moar MSAA setup.Corbin Simpson2010-06-164-11/+63
| | | | Need to just add the resolve, then go switch to new DRM and test.
* r300g: Fix indentation.Corbin Simpson2010-06-161-4/+7
| | | | I could *not* let this slide since I'm on a 78-char-wide terminal.
* r300g: Old MSAA code from before gallium-msaa.Corbin Simpson2010-06-164-9/+15
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* util: add alloc checkAlan Hourihane2010-06-161-0/+2
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* draw: add alloc checkAlan Hourihane2010-06-161-0/+2
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* r600: GL_COORD_REPLACE state is only relevant when point sprites are enabled.Henri Verbeet2010-06-161-6/+11
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* r600: fix warningsMarc2010-06-161-2/+2
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* osmesa: always build standalone for internal symbolsDan Nicholson2010-06-162-21/+3
| | | | | | | | | | | | | | | When building OSMesa and xlib GL, the resulting OSMesa would be linked against libGL instead of the internal mesa libraries. However, when building with -fvisibility=hidden, some of the internal functions used in OSMesa could not be resolved through libGL. Instead, always build OSMesa standalone without linking against libGL. This has the advantage that OSMesa is always built the same way, but it means that disk space is wasted when libGL is installed since both libraries will contain the internal objects. Signed-off-by: Dan Nicholson <[email protected]> Tested-by: Tom Fogal <[email protected]>
* draw: handle some out of memory conditionsAlan Hourihane2010-06-1612-35/+69
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* graw: add a gs test for non-sequential inputsZack Rusin2010-06-162-10/+52
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* draw: Remove unnecessary headers.Vinson Lee2010-06-152-2/+0
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* gs: make sure we end primitives when finishing executing shadersZack Rusin2010-06-153-26/+23
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* draw/gs: make sure gs works with elts and doesn't overrun the bufferZack Rusin2010-06-152-11/+43
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* mesa: Allow querying the system FBO in GetFramebufferAttachmentParameterivKristian Høgsberg2010-06-151-6/+8
| | | | | | | | | | | | | | | | | | | | | | If the default framebuffer is bound to <target>, then <attachment> must be one of FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, AUXi, DEPTH_BUFFER, or STENCIL_BUFFER, identifying a color buffer, the depth buffer, or the stencil buffer, and <pname> may be FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE or FRAMEBUFFER_ATTACHMENT_OBJECT_NAME. as well as these <pname> values FRAMEBUFFER_ATTACHMENT_RED_SIZE, FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, or FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING. https://bugs.freedesktop.org/show_bug.cgi?id=28551
* graw: test multiple cb's in geometry shadersZack Rusin2010-06-152-18/+82
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* graw: fix setup for multiple constant buffersZack Rusin2010-06-152-21/+64
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* draw: run the pipeline with the correct number of vertsZack Rusin2010-06-151-1/+1
| | | | verts per primitive, not total count
* draw: fix primitive indexing in the pipelineZack Rusin2010-06-151-2/+4
| | | | spotted by Keith
* draw: finish the new pipeline setupZack Rusin2010-06-159-245/+238
| | | | | | | Keith came up with a new way of running the pipeline which involves passing a few info structs around (for fetch, vertices and prims) and allows us to correctly handle cases where we endup with multiple primitives generated by the pipeline itself.
* softpipe/gs: fix a crash when a gs isn't presentZack Rusin2010-06-151-16/+20
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* draw wipKeith Whitwell2010-06-158-319/+342
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* i965: Remove unnecessary header.Vinson Lee2010-06-141-1/+0
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* r300g: initialize US_CODE_BANK on r4xxMarek Olšák2010-06-141-1/+4
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* i965: Fix surface state dumping with INTEL_DEBUG=batch.Eric Anholt2010-06-141-2/+2
| | | | I broke this with the state streaming changes.
* i965: correct the gen6 line stipple enable define.Zhenyu Wang2010-06-141-1/+1
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* intel: Remove long-dead comment about releasing texture heaps.Eric Anholt2010-06-141-15/+0
| | | | | BOs are stored in the bufmgr, which is freed as part of the screen structure.
* gallivm: Omit references to NoFramePointerElimNonLeafJosé Fonseca2010-06-141-3/+0
| | | | It was added after 2.7.
* util: Use int type for format field width.José Fonseca2010-06-141-1/+1
| | | | As suggested by gcc warning.
* gallivm: Override some of the default target options.José Fonseca2010-06-142-0/+31
| | | | | | | In particular: - enable LLVM <-> GDB integration for JIT code - disable frame-pointer elimination on debug/profile builds - enable fast-math.
* gallivm: Use func_to_pointer().José Fonseca2010-06-141-16/+1
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* util: Add a func_to_pointer util function too.José Fonseca2010-06-141-0/+11
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* graw: small fixups for the gs examplesZack Rusin2010-06-142-5/+5
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* r300g: fix uploading RC state shader constants on r3xxMarek Olšák2010-06-141-1/+1
| | | | | | I've messed this up in one of my previous commits. Reported-by: Igor Murzov
* r300g: drop begin_cs/end_csMarek Olšák2010-06-143-38/+0
| | | | | | | | | | I have had a look at the libdrm sources and they just contain more or less the same checking we do in macros, and begin_cs may realloc the CS buffer if we overflow it, which never happens with r300g. So these are pretty much useless. There is a small but measurable performance increase by dropping the two functions.
* r300g: rewrite occlusion queriesMarek Olšák2010-06-147-159/+168
| | | | | | | | The previous implementation had issues with queries spanning over several command streams as well as using a very large number of queries. This fixes flickering in Enemy Territory: Quake Wars. The driver now renders everything correctly in this game and the graphics is awesome.
* r300g: emit viewport state as a dword tableMarek Olšák2010-06-141-6/+1
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* r300g: subclass pipe_surfaceMarek Olšák2010-06-143-44/+51
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* r300g: simplify reloc macrosMarek Olšák2010-06-142-35/+9
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* r300g: count CS dwords on debug builds onlyMarek Olšák2010-06-142-25/+36
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* r300g: optimize emission of fragment shader constantsMarek Olšák2010-06-133-27/+26
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* r300g: turn fragment shader into a CBMarek Olšák2010-06-135-129/+126
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* r300g: turn depth stencil state into a CBMarek Olšák2010-06-133-17/+48
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* r300g: turn clip state into a CBMarek Olšák2010-06-135-26/+35
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* r300g: turn blend color into a CBMarek Olšák2010-06-134-27/+34
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* r300g: turn blend state into a CBMarek Olšák2010-06-133-35/+49
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* r300g: add API for building command buffersMarek Olšák2010-06-132-0/+145
| | | | | | The idea is to build a hardware command buffer for every CSO and memcpy the buffer to a command stream at bind time (or dirty-state-emission time, to be precise).
* r300g: inline FLUSH_CSMarek Olšák2010-06-132-10/+4
| | | | The fewer macros, the better.