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* [g3dvl] split idct code into state and buffersChristian König2010-12-086-277/+343
* [g3dvl] use buffer width instead of texture size or vs constantsChristian König2010-12-074-56/+28
* [g3dvl] move vertex buffer handling into vl_vertex_buffer.cChristian König2010-12-074-96/+60
* [g3dvl] rework pot buffer handling and flushingChristian König2010-12-072-84/+68
* [g3dvl] move mapping/unmapping of buffers one layer upChristian König2010-12-053-34/+49
* [g3dvl] move vertex handling into vl_vb objectChristian König2010-12-055-117/+94
* [g3dvl] cleanup empty block handlingChristian König2010-12-052-70/+26
* move empty block handling back into mc for testingChristian König2010-12-035-111/+190
* add rasterizer stateChristian König2010-12-034-5/+34
* use CMP also for referenz frame fetchChristian König2010-12-031-43/+71
* cleanup and use CMP instead of IF ELSE ENDIFChristian König2010-12-031-20/+10
* move to four component calculation for idct codeChristian König2010-12-031-70/+52
* copy only mv really needed to vbChristian König2010-12-031-11/+14
* use vertex buffer also for mc codeChristian König2010-12-032-162/+162
* give each vertex element its own bufferChristian König2010-12-032-78/+85
* use vl_vb_upload_quads also for mcChristian König2010-12-031-37/+1
* move vertex elemt states into mb type handlersChristian König2010-12-032-133/+72
* move macroblock type handling into its own structureChristian König2010-12-032-290/+151
* use a shadow buffer for vertex data to optimize memory accessChristian König2010-12-035-128/+247
* make nr of render targets configureable for testingChristian König2010-12-031-8/+23
* [g3dvl] join empty blocks to get larger slicesChristian König2010-11-282-52/+91
* [g3dvl] use 8 zslices for idctChristian König2010-11-272-65/+60
* [g3dvl] some more bugfixingChristian König2010-11-271-4/+2
* [g3dvl] idividual vs for each stage and a bunch of bugsfixesChristian König2010-11-272-68/+104
* [g3dvl] give idct stage 1 & 2 its own sb_state and viewportChristian König2010-11-272-24/+28
* [g3dvl] use four component fetch also for idct sourceChristian König2010-11-262-15/+16
* [g3dvl] split matrix mul into seperate functionsChristian König2010-11-261-64/+114
* [g3dvl] use inline constants instead of vs_const for idctChristian König2010-11-263-55/+18
* [g3dvl] no need to keep the idct matrix multiple timesChristian König2010-11-253-54/+67
* [g3dvl] also use four elemets on right side multiplikationChristian König2010-11-251-8/+11
* [g3dvl] use four elements in matrix texture fetchChristian König2010-11-241-19/+31
* [g3dvl] no need for all samplers at all stagesChristian König2010-11-242-17/+16
* [g3dvl] remove flushing between stagesChristian König2010-11-241-4/+0
* [g3dvl] spread scaling between idct stagesChristian König2010-11-241-18/+8
* [g3dvl] remove invalid use of assertChristian König2010-11-232-17/+27
* [g3dvl] switch to r32 float for idct matrixChristian König2010-11-231-6/+6
* [g3dvl] add some error handlingChristian König2010-11-232-35/+55
* [g3dvl] first working version of idct codeChristian König2010-11-211-42/+46
* [g3dvl] move empty block handling into idct codeChristian König2010-11-203-133/+92
* [g3dvl] enable stage 1&2 buffers in idct codeChristian König2010-11-202-80/+83
* [g3dvl] next round of idct implementationChristian König2010-11-163-41/+236
* [g3dvl] add skeleton and incomplete idctChristian König2010-11-144-75/+614
* [g3dvl] remove need for XVMC_INTRA_UNSIGNEDChristian König2010-11-141-3/+5
* [g3dvl] fix of my one bug in SCALE_FACTOR_16_TO_9Christian König2010-11-141-1/+1
* [g3dvl] switch to using macroblock verticesChristian König2010-11-131-78/+54
* [g3dvl] move empty block handling completely into shadersChristian König2010-11-131-80/+126
* [g3dvl] use quads instead of trianglesChristian König2010-11-131-57/+48
* [g3dvl] cleanupChristian König2010-11-121-63/+68
* [g3dvl] and finally move field codec dct handling into shadersChristian König2010-11-121-78/+98
* [g3dvl] make room for second z-coord and interlaced flagChristian König2010-11-121-50/+85