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* nv50: fix progs/tests/manytexBen Skeggs2009-01-131-0/+2
| | | | | Previously all squares were textured with the same texture.. not quite what the demo was supposed to look like!
* nv50: get glxgears showing all 3 gears instead of 1!!Ben Skeggs2009-01-131-0/+2
| | | | | This fixes a lot of other things where not all the geometry got drawn also.
* nv50: change some magic reg, makes more things workBen Skeggs2009-01-131-1/+1
| | | | | | No real idea what this does.. but a lot of things that misrendered and made the GPU throw a DATA_ERROR now work.. I'm wondering what side-effects we'll see from this :)
* nv50: add DXTn formatsBen Skeggs2009-01-133-1/+36
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* nv50: shadow mappingBen Skeggs2009-01-132-1/+6
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* nv50: anisoBen Skeggs2009-01-132-1/+22
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* nv50: occlusion queriesBen Skeggs2009-01-132-13/+73
| | | | Not quite working, but the general idea is right I think.
* nv50: implement KIL enough for progs/fp/kil to workBen Skeggs2009-01-131-0/+28
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* nv50: make rtt work againBen Skeggs2009-01-121-1/+33
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* nv50: fix handling of depth texturesBen Skeggs2009-01-122-7/+29
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* nv50: another typo..Ben Skeggs2009-01-121-1/+1
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* nv50: fix assertion failureBen Skeggs2009-01-121-2/+9
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* nv50: remove previous hack to manage tiled surfacesBen Skeggs2009-01-122-33/+1
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* nv50: fix a typo and a thinkoBen Skeggs2009-01-121-3/+4
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* nv50: enable npot texturesBen Skeggs2009-01-121-1/+1
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* nv50: disable shader debugBen Skeggs2009-01-121-1/+7
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* nv50: any cpu access to a texture is done on its backing imagesBen Skeggs2009-01-123-7/+72
| | | | | | Still a little dodgy: - RTT will hit an assertion (hopefully!) and fail - 3D textures with depth >= 32 will cause bad things to happen
* nv50: create buffers for each image that makes up a textureBen Skeggs2009-01-122-13/+38
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* gallium: Replace uint64 by standard uint64_t.José Fonseca2009-01-081-1/+1
| | | | | uint64 is not (so?) standard, and often redefined by third parties, causing name clashes.
* nv50: fill image unit index in TEX varientsBen Skeggs2009-01-061-2/+8
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* nv50: fix crash in nv50_program_destroyBen Skeggs2009-01-061-2/+2
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* nv50: working towards 3D texturesBen Skeggs2009-01-062-7/+40
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* nv50: slightly better miptree allocationBen Skeggs2009-01-061-5/+6
| | | | | I swear this didn't work last time I tried it.. Anyhow, still only suitable for 2D miptrees - more coming once I know the layout.
* nv50: add TXP to TEX case.. not correct, but anyway..Ben Skeggs2009-01-061-0/+1
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* nv50: indentation for TEX is a little overenthusiasticBen Skeggs2009-01-061-18/+23
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* nv50: ensure we actually get contiguous regs for TEX insn.Ben Skeggs2009-01-061-17/+42
| | | | Still many more horrible things to fix here...
* nouveau: return a value for PIPE_CAP_MAX_VERTEX_TEXTURE_UNITSBen Skeggs2008-12-161-0/+2
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* nv50: use 3D engine clears, 2D engine doesn't understand zeta formatsBen Skeggs2008-09-181-1/+56
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* nv50: hack surface alloc a bit for nowBen Skeggs2008-09-181-0/+2
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* nouveau: gallium directory structure changed again..Ben Skeggs2008-09-118-19/+14
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* nouveau: pf_sprint_name -> pf_nameBen Skeggs2008-08-112-13/+6
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* nv40/nv50: enable mirror wrap modesBen Skeggs2008-08-071-0/+3
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* nouveau: fix buildBen Skeggs2008-08-073-4/+4
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* nv all: Copy shader tokens on create, free on delete.Younes Manton2008-07-231-6/+12
| | | | | Must copy token stream on shader create, client is allowed to free their copy after creating the state object.
* nouveau: is_format_supported() interface changesBen Skeggs2008-07-231-8/+5
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* nv50: add NV86 and NV94 to list of "supported" chipsBen Skeggs2008-07-211-2/+2
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* nv50: obey do_flip in surface_copy()Ben Skeggs2008-07-111-3/+11
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* nv50: quick hack to get textures untiled on map, and tiled on unmapBen Skeggs2008-07-113-11/+54
| | | | progs/fp/tri-tex is all good now rather than all scrambled :)
* nv50: demagic tex filter / wrap modeBen Skeggs2008-07-111-2/+63
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* nv50: add some texture formatsBen Skeggs2008-07-114-13/+90
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* nv50: split tic construction out into own fileBen Skeggs2008-07-115-25/+187
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* nv50: add license headers to .c filesBen Skeggs2008-07-1111-26/+240
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* nv50: enable GART usage for vertex buffersBen Skeggs2008-07-112-4/+5
| | | | AKA "I can haz fast b0rk3d glxgears!!!"
* nv50: get clear-scissor workingBen Skeggs2008-07-112-9/+36
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* nouveau: update to latest object headerBen Skeggs2008-07-111-6/+6
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* nv50: more "abuse" by using libc malloc etc..Ben Skeggs2008-07-113-9/+9
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* nv50: make use of nouveau drm 0.0.11 to get 3d goingBen Skeggs2008-07-081-3/+3
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* nv50: fixes after rebase + commits note on the code that was just pushed.Ben Skeggs2008-06-293-5/+5
| | | | | | | | | | | | | | | | | | | | | OK, seems a lot of people have been getting the idea that nouveau is dying lately - I decided to commit some of the work I've been doing lately to prove them wrong :) Progress on my side is slow due to lack of time mainly, but I'm still around. Firstly, don't even bother trying to use gallium on G8x/G9x yet, it won't work. I've deliberately left all the necessary winsys changes out of the commits for a very good reason - I don't know what we're going to need from the DRM exactly yet and don't want to be continually breaking interfaces as I discover additional requirements. On my side, I think I've gone through about 3 different DRM interface changes, and have just discovered that I may need more yet. It'd be very annoying for everyone who uses nouveau to keep things in sync. Once I've got it sorted - I'll commit a lot of cool stuff. Stay tuned. Also, don't look at the shader code.. it's horribly nasty and full of hacks, I used it as an opportunity to learn G8x GPU programs at the same time. New semi-decent code is in works, and will follow at some point. :)
* nv50: reverse stencil sides, header is wrongBen Skeggs2008-06-291-5/+6
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* nv50: fix line stippleBen Skeggs2008-06-291-1/+1
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