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* draw: Set the backend prim in the pt 'prepare' operationKeith Whitwell2008-04-024-28/+31
| | | | | | | Leaving it until 'run' is bad as the primitive is pretty much state for some drivers and so needs to get set early. In some drivers this is used to determine things like vertex format, etc -- by the time we get to 'run', it's too late to change this.
* gallium: add a flag to turn on gl rasterization rulesKeith Whitwell2008-04-023-6/+16
| | | | | | | Use this to set up hardware rasterization (if your hardware can do it) or otherwise turn on various tweaks in the draw module. Currently only hooked up to point biasing code.
* gallium: add temporary facility for rasterization-time clamping of point sizesKeith Whitwell2008-04-023-1/+19
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* mesa: added a cast to avoid int overflow, plus rename texels->pixelsBrian2008-04-011-4/+4
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* mesa: measure fill rate for drawing a large quad with basic shading/texture ↵Brian2008-04-012-0/+211
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* cell: more multi-texture fixes (mostly working now)Brian2008-04-014-16/+17
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* mesa: destroy window upon exitBrian2008-04-011-1/+4
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* cell: turn off some debug outputBrian2008-04-011-1/+1
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* cell: pass tex unit to get_texel()Brian2008-04-011-3/+2
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* cell: fix bug in texture tiling function (non-square textures work now)Brian2008-04-011-2/+4
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* cell: checkpoint: more multi-texture workBrian2008-04-016-14/+42
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* cell: assert num samplers/textures <= CELL_MAX_SAMPLERSBrian2008-04-011-4/+6
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* cell: return CELL_MAX_SAMPLERS to indicate number of texture unitsBrian2008-04-011-1/+2
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* gallium: init ctx->Const.MaxTextureUnitsBrian2008-04-011-1/+2
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* cell: enable #define CACHE_STATS to print a cache report upon exitBrian2008-04-013-0/+23
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* handle IsPositionInvariant flagBen Skeggs2008-04-011-0/+4
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* draw: remove dead codeKeith Whitwell2008-04-011-37/+0
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* draw: more flatshade_first changesKeith Whitwell2008-04-015-97/+144
| | | | | | - Reduce the number of changes to the normal vertex ordering - Assume that the hardware knows how to do this in the standard case. - Add support to the passthrough vcache path.
* draw: respect flatshade_first in flatshade stageKeith Whitwell2008-04-011-6/+49
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* draw: associate rhw divide with clipping not viewport flagKeith Whitwell2008-04-013-18/+18
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* draw: flush between pt/non-pt modesKeith Whitwell2008-04-011-0/+4
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* gallium: Fencing fix.Michel Dänzer2008-04-011-1/+1
| | | | | | Make sure the struct pipe_fence_handle* we point st_flush() to is initialized to NULL, so winsys->fence_reference() doesn't try to unreference a random struct pipe_fence_handle* pointer.
* scons: Fix test for building dri/intel winsys.Michel Dänzer2008-04-011-1/+1
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* cell: update some of the CAP, texformat queriesBrian2008-03-311-8/+12
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* cell: more work for multi-texture supportBrian2008-03-316-57/+90
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* cell: set cell->num_textures in cell_set_sampler_textures()Brian2008-03-311-0/+1
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* gallium: Do not assume that buffers are freed in the same order they are fenced.José Fonseca2008-04-011-18/+21
| | | | | | | | Also free buffers as soon as possible. This short term fix corrects the fenced list behavior but it will impact on performance. The long term fix is probably replace the linked list (legacy from the bufpool code) by a binary tree.
* cell: initial work to support multi-textureBrian2008-03-316-37/+55
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* cell: added const qualifierBrian2008-03-312-3/+5
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* cell: updated comments: s/test/SPE/Brian2008-03-311-3/+3
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* cell: implement logicop/output for PIPE_FORMAT_B8G8R8A8_UNORMBrian2008-03-311-10/+26
| | | | | Remote display to my usual terminal shows the right colors again. Not 100% sure about the shuffle control words, but they seem to work.
* gallium: Compute YCBCR bit depth.José Fonseca2008-04-011-6/+7
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* gallium: used inverted bitmap texture to simplify the fragment shader.Brian2008-03-311-29/+20
| | | | | | "Off" bits get stored as texel=0xff and "on" bits get stored as texel=0x0. Then use KIL -tmp to kill the off bits and keep the on bits. This shortens the fragment program by two instructions.
* gallium: updated comment for bypass_vsBrian2008-03-311-1/+2
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* fix parsing bug involving comments at the end of ARB v/f programsMarkus Amsler2008-03-312-6/+6
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* gallium: use cso_save/restore_sampler_textures() functionsBrian2008-03-312-11/+7
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* gallium: draw_passthrough.c is obsolete - removedBrian2008-03-311-473/+0
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* gallium: set the bypass_vs flag nowBrian2008-03-311-1/+2
| | | | | The glBitmap vertex shader is a no-op, but we still have to specify it in order to convey the number of inputs/outputs.
* gallium: move the test for bypass_vs into the vs_XXX_run() functionsBrian2008-03-316-35/+76
| | | | | | | | | | Also: 1. Added an identity_viewport flag to skip viewport transformation when it has no effect. Might also add an explicit bypass_viewport flag someday. 2. Separate the code for computing clip codes and doing the viewport transform. Predicate them separately. Note: even if bypass_vs is set, we still look at the shader to determine the number of inputs and outputs.
* gallium: draw_passthrough.c is not used anymoreBrian2008-03-311-1/+0
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* gallium: draw_passthrough.c is not used anymoreBrian2008-03-311-1/+0
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* gallium: turn on clipping for bitmapsBrian2008-03-312-36/+60
| | | | | Bitmaps can extend beyond window edges so we need to clip. Also, move some state atom vars to st_context to be a bit more efficient.
* gallium: Eliminate p_winsys::printfJosé Fonseca2008-03-3111-72/+16
| | | | Not convenient and almost not used at all. Better replacements in p_debug.h
* draw: Do not run full pipeline when flatshade_first for point primitives.Michal Krol2008-03-303-1/+11
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* draw: Fix bypass_vs semantic misuse.Michal Krol2008-03-301-0/+1
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* gallium: Set vertex state/buffers en-mass.Brian Paul2008-03-2916-183/+205
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* gallium: Fix some MSVC warnings.José Fonseca2008-03-292-5/+5
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* gallium: begin some bounding box code for bitmap cacheBrian2008-03-281-20/+52
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* gallium: added an (int) cast in setup_bitmap_vertex_data() to fix a ↵Brian2008-03-281-1/+1
| | | | | | signed/unsigned arithmetic problem Negative values became very large uints.
* gallium: Fix computation of Z values when not using early Z.Brian2008-03-281-9/+12
| | | | This fixes the missing bitmaps in the engine and fogcoord demos.