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* i965g: updates for draw retvalKeith Whitwell2010-01-071-11/+9
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* i965g: fix invalid assertion in emit_xpd(), againBrian Paul2010-01-061-1/+1
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* gallium: remove PIPE_TEX_FILTER_ANISOLuca Barbieri2010-01-061-2/+0
| | | | | | | | | | | | | | | | | | This patch removes PIPE_TEX_FILTER_ANISO. Anisotropic filtering is enabled if and only if max_anisotropy > 1.0. Values between 0.0 and 1.0, inclusive, of max_anisotropy are to be considered equivalent, and meaning to turn off anisotropic filtering. This approach has the small drawback of eliminating the possibility of enabling anisotropic filter on either minification or magnification separately, which Radeon hardware seems to support, is currently support by Gallium but not exposed to OpenGL. If this is actually useful it could be handled by splitting max_anisotropy in two values and adding an appropriate OpenGL extension. NOTE: some fiddling & reformatting by keithw to get this patch to apply. Hopefully nothing broken in the process.
* i965g: fix invalid assertion in emit_xpd()Brian Paul2010-01-051-1/+1
| | | | Invalid assertion found by Roel Kluin <[email protected]>
* i965g: Fix assert.Vinson Lee2010-01-041-1/+1
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* i965: Add missing include.José Fonseca2010-01-021-0/+2
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* i965g: get trivial/tri working again after edgeflag changesKeith Whitwell2009-12-244-34/+33
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* i965g: strict aliasing changesKeith Whitwell2009-12-241-4/+4
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* i965g: calculate depth min/maxKeith Whitwell2009-12-241-2/+9
| | | | Previously hard-wired to 0..1
* i965g: Rename {pf->util_format}_is_depth_or_stencil()Tomas Carnecky2009-12-231-1/+1
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* [i965] Rename {pf -> util}_format_is_depth_or_stencil()Tomas Carnecky2009-12-231-1/+2
| | | | | | The function was moved and renamed in 0bed834b. Signed-off-by: Tomas Carnecky <[email protected]>
* i965g: fix for edgeflag changes (untested)Roland Scheidegger2009-12-225-33/+0
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* i965g: fix bo_referenceKeith Whitwell2009-12-221-0/+2
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* i965g: update for u_format changesKeith Whitwell2009-12-222-12/+13
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* i965g: fixes to build after merge of masterKeith Whitwell2009-12-2117-100/+111
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* i965g: remove half-finished change to tgsi_parseKeith Whitwell2009-12-211-1/+1
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* i965g: hook vertex state emit up to PIPE_NEW_VERTEX_BUFFERKeith Whitwell2009-12-214-5/+10
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* i965g: keep refcounts to bound vertex buffersKeith Whitwell2009-12-211-4/+19
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* i965g: add DEBUG_WINSYS flagKeith Whitwell2009-12-212-2/+2
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* i965g: remove duplicate set_viewport_state, fixes samples/depthKeith Whitwell2009-12-211-9/+0
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* i965g: nasty hack for clearing y-tiled surfacesKeith Whitwell2009-12-011-1/+5
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* i965g: add missing headerKeith Whitwell2009-12-011-0/+34
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* i965g: don't reference unused vars in RSQKeith Whitwell2009-12-011-2/+3
| | | | Probably overly pedantic
* i965g: turn on texture tiling by defaultKeith Whitwell2009-11-303-7/+8
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* i965g: pass backbuffer tiling information to driverKeith Whitwell2009-11-304-13/+12
| | | | The gem winsys gets this information, needs to pass it on.
* brw: add dumping to gem winsysKeith Whitwell2009-11-3011-8/+127
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* i965g: remove redundant nr_attrs memberKeith Whitwell2009-11-304-12/+8
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* i965g: remove surface from views list before freeingDave Airlie2009-11-291-0/+1
| | | | | | | this fixes a crash with the xorg state tracker, however it then locks up the GPU once rendering is enabled but at least it doesn't crash. Signed-off-by: Dave Airlie <[email protected]>
* i965g: gs nr_attrs also tracks nr fragment shader inputsKeith Whitwell2009-11-231-4/+6
| | | | Or, equivalently, nr of outputs of active vertex shader varient.
* i965g: correct test for unfilled modesKeith Whitwell2009-11-231-2/+4
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* i965g: use correct key size for vs uploadKeith Whitwell2009-11-231-1/+1
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* i965g: apply linear math to both linear and perspective attrsKeith Whitwell2009-11-232-3/+2
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* i965g: get basic texturing working againKeith Whitwell2009-11-219-66/+117
| | | | | | Revert to fixed-layout surface binding table -- it's probably the best way to do this. Pass sampler and texture numbers separately even though we're always keeping them the same at present.
* i965g: fix typo converting wm src regsKeith Whitwell2009-11-191-1/+1
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* i965g: fragment shader immediates workingKeith Whitwell2009-11-193-53/+34
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* i965g: first pass at vs immediates in curbeKeith Whitwell2009-11-194-85/+124
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* i965g: get linear vs perspective interpolation working againKeith Whitwell2009-11-191-15/+19
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* i965g: include interpolation info in fs signatureKeith Whitwell2009-11-192-2/+4
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* i965g: special case setup when fs has no inputsKeith Whitwell2009-11-193-25/+55
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* i965g: add new state flag tracking fs signature changesKeith Whitwell2009-11-194-10/+20
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* i965g: fix typo in previous commitKeith Whitwell2009-11-191-1/+1
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* i965g: setup nr_attrs should track nr fragment shader inputsKeith Whitwell2009-11-191-2/+6
| | | | This would be equivalent to taking the nr outputs of the vp varient
* i965g: get fragment constants sort-of workingKeith Whitwell2009-11-191-8/+9
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* i965g: make the load-before-use vs immediate path workKeith Whitwell2009-11-191-2/+3
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* i965g: fix initialization of texture width/height/depth arraysKeith Whitwell2009-11-191-5/+6
| | | | Will remove these arrays in another branch - they're completely redundant.
* i965g: remove more references to nr_vp_outputs in wm compilationKeith Whitwell2009-11-181-3/+1
| | | | | We're really more concerned about how many inputs the fragment shader is expecting.
* i965g: handle special vs outputs speciallyKeith Whitwell2009-11-1711-55/+147
| | | | | | | | | | | Where vs output semantic tags indicate an output is signficant for fixed function processing (such as clipping, unfilled modes, etc), retain information about that output so that we can get to it easily later on. Fix up the unfilled processing, but hard-wire edgeflag to one for now. With this change, trivial/tri-unfilled works.
* i965g rename offset_edge to offset_edgeflagKeith Whitwell2009-11-173-7/+7
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* i965g: restore check on line smooth stateKeith Whitwell2009-11-141-1/+2
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* i965g: consult fs inputs when laying out vs output regsKeith Whitwell2009-11-115-43/+113
| | | | | | | | Vertex shader now emits just the FS inputs, in the positions and order expected by the fragment shader. This means potentially regenerating the vertex shader to match different fragment shader's input layouts.