aboutsummaryrefslogtreecommitdiffstats
path: root/src/gallium/auxiliary/vl/vl_idct.h
Commit message (Collapse)AuthorAgeFilesLines
* s/Tungsten Graphics/VMware/José Fonseca2014-01-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tungsten Graphics Inc. was acquired by VMware Inc. in 2008. Leaving the old copyright name is creating unnecessary confusion, hence this change. This was the sed script I used: $ cat tg2vmw.sed # Run as: # # git reset --hard HEAD && find include scons src -type f -not -name 'sed*' -print0 | xargs -0 sed -i -f tg2vmw.sed # # Rename copyrights s/Tungsten Gra\(ph\|hp\)ics,\? [iI]nc\.\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./g /Copyright/s/Tungsten Graphics\(,\? [iI]nc\.\)\?\(, Cedar Park\)\?\(, Austin\)\?\(, \(Texas\|TX\)\)\?\.\?/VMware, Inc./ s/TUNGSTEN GRAPHICS/VMWARE/g # Rename emails s/[email protected]/[email protected]/ s/[email protected]/[email protected]/g s/jrfonseca-at-tungstengraphics-dot-com/jfonseca-at-vmware-dot-com/ s/jrfonseca\[email protected]/[email protected]/g s/keithw\[email protected]/[email protected]/g s/[email protected]/[email protected]/g s/thomas-at-tungstengraphics-dot-com/thellstom-at-vmware-dot-com/ s/[email protected]/[email protected]/ # Remove dead links s@Tungsten Graphics (http://www.tungstengraphics.com)@Tungsten Graphics@g # C string src/gallium/state_trackers/vega/api_misc.c s/"Tungsten Graphics, Inc"/"VMware, Inc"/ Reviewed-by: Brian Paul <[email protected]>
* vl: seperate shader buffers from componentsChristian König2012-01-021-4/+2
| | | | | | | | Buffers for shader based decoding can now be released without its component still being around. Signed-off-by: Christian König <[email protected]> Acked-by: Maarten Lankhorst <[email protected]>
* vl: Fix include styleKai Wasserbäch2011-08-291-2/+2
| | | | | | | | | | | As explained in the thread starting at [0], the internal include style should be »#include "path/to/header.h"« for non-system includes. [0] <http://news.gmane.org/find-root.php?message_id=%3c4E5802BE.6020206%40vmware.com%3e> Signed-off-by: Kai Wasserbäch <[email protected]> Signed-off-by: Brian Paul <[email protected]>
* [g3dvl] keep a pointer in idct buffer to idct objectChristian König2011-07-131-3/+5
| | | | So we always know to which idct object a buffer belongs
* [g3dvl] implement mismatch control inside idct shadersChristian König2011-05-291-4/+7
|
* [g3dvl] merge idct stage 2 and mc ycbcr stage into a single drawChristian König2011-04-251-17/+35
|
* [g3dvl] revert commit 310eea52ca1e997295c84163066cc5d0fd4f8cf6Christian König2011-04-191-2/+0
| | | | Using a seperate vertex buffer for mc and ycbcr handling is still better.
* [g3dvl] move blender state into idct codeChristian König2011-04-171-0/+1
|
* [g3dvl] fully support different formats for source and intermediate texturesChristian König2011-04-111-1/+3
|
* [g3dvl] make number of idct render targets configurableChristian König2011-04-101-0/+2
|
* [g3dvl] also use video buffer for idct intermediateChristian König2011-04-101-1/+3
|
* [g3dvl] add support for different decoding entry pointsChristian König2011-04-071-1/+1
|
* [g3dvl] move mapping/unmapping and uploading of blocks out of idct codeChristian König2011-04-071-12/+0
|
* [g3dvl] rename ycbcr buffer to video buffer and add some more functionalityChristian König2011-04-041-2/+0
|
* [g3dvl] remove unused color_swizzle from idct codeChristian König2011-04-021-1/+1
|
* [g3dvl] introduction of ycbcr buffersChristian König2011-03-271-16/+6
| | | | Moves most of the buffer creation out of the idct code.
* [g3dvl] no need for individual samplers for idct stage 1 & 2Christian König2011-03-271-9/+1
|
* [g3dvl] cleanup and documentationChristian König2011-03-161-0/+13
|
* [g3dvl] move idct out of mc codeChristian König2011-03-091-2/+1
| | | | iDCT and MC now look good, but sp_video_context is a total mess
* [g3dvl] start to cleanup the messChristian König2011-03-081-9/+1
| | | | Move the vertex buffer out of the mc code
* [g3dvl] use a single vertex buffer for both idct and mcChristian König2011-03-081-12/+9
|
* [g3dvl] move idct texture addr generation into vertex shaderChristian König2010-12-121-1/+1
|
* [g3dvl] split idct code into state and buffersChristian König2010-12-081-18/+27
|
* [g3dvl] use buffer width instead of texture size or vs constantsChristian König2010-12-071-0/+7
|
* [g3dvl] move mapping/unmapping of buffers one layer upChristian König2010-12-051-0/+4
|
* [g3dvl] cleanup empty block handlingChristian König2010-12-051-2/+2
| | | | doing empty block handling in the mc code is indeed faster
* move empty block handling back into mc for testingChristian König2010-12-031-1/+0
|
* add rasterizer stateChristian König2010-12-031-0/+2
|
* use a shadow buffer for vertex data to optimize memory accessChristian König2010-12-031-11/+3
|
* [g3dvl] join empty blocks to get larger slicesChristian König2010-11-281-0/+6
|
* [g3dvl] use 8 zslices for idctChristian König2010-11-271-4/+0
|
* [g3dvl] idividual vs for each stage and a bunch of bugsfixesChristian König2010-11-271-2/+2
|
* [g3dvl] give idct stage 1 & 2 its own sb_state and viewportChristian König2010-11-271-2/+2
|
* [g3dvl] use four component fetch also for idct sourceChristian König2010-11-261-6/+6
|
* [g3dvl] use inline constants instead of vs_const for idctChristian König2010-11-261-1/+0
|
* [g3dvl] no need to keep the idct matrix multiple timesChristian König2010-11-251-1/+3
|
* [g3dvl] no need for all samplers at all stagesChristian König2010-11-241-6/+9
|
* [g3dvl] move empty block handling into idct codeChristian König2010-11-201-1/+4
|
* [g3dvl] next round of idct implementationChristian König2010-11-161-5/+17
|
* [g3dvl] add skeleton and incomplete idctChristian König2010-11-141-0/+90