| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Per OpenVG 1.1. A new shader stage is added. It uses the first two
constants of the fragment shader for color transformation parameters.
|
|
|
|
|
|
|
| |
Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw. Each group represents a stage. At most one shader
from each group will be selected when constructing the final fragment
shader.
|
| |
|
|
|
|
|
|
| |
Optional features such as auth-hinting are not implemented. There is no
anti-aliasing, and no effort is done to keep the glyph origin integral.
So the text quality is poor.
|
| |
|
| |
|
|
|
|
| |
For alpha-only VG formats, R = G = B = 1.0.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Move depth/stencil buffer, blend texture view, and alpha mask view
creation to vg_context.c.
|
|
|
|
|
|
| |
With this commit, the pipe states are entirely managed by the renderer.
The rest of the code interfaces with the renderer instead of
manipulating the states directly.
|
|
|
|
|
| |
Let vg_context focus on OpenVG states and renderer focus on gallium
states.
|
|
|
|
| |
This allows us to eventually make g3d states opaque.
|
|
|
|
|
|
| |
vg_manager_validate_framebuffer should mark the fb dirty and have
vg_validate_state call cso_set_framebuffer. Rename VIEWPORT_DIRTY to
FRAMEBUFFER_DIRTY.
|
|
|
|
|
|
| |
The states are designated for polygon filling. Polygon filling is a
two-pass process utilizing the stencil buffer. polygon_fill and
polygon_array_fill functions are updated to make use of the state.
|
|
|
|
|
| |
vgMask renders to the alpha mask with special fragment shaders. The
operation can be supported by switching the renderer to FILTER state.
|
|
|
|
|
| |
The state is designated to perform image filtering. execute_filter is
updated to make use of the state.
|
|
|
|
|
|
| |
This state provides the ability to clear rectangles of the framebuffer
to the specified color, honoring scissoring. vegaClear is updated to
make use of the state.
|
|
|
|
|
| |
The state can be used to set rectangles of the depth buffer to 0.0f.
update_clip_state is changed to use the state for scissor update.
|
|
|
|
|
|
|
|
|
| |
This state provides glDrawTex-like function. It can be used for
vgSetPixels.
Rather than modifying every user of the renderer, this commit instead
modifies renderer_copy_surface to use DRAWTEX or COPY state internally
depending on whether the destination is the framebuffer.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Renderer states are high-level states to perform specific tasks. The
renderer is initially in INIT state. In that state, the renderer is
used for OpenVG pipeline.
This commit adds a new COPY state to the renderer. The state is used
for copying between two pipe resources using textured drawing. It can
be used for vgCopyImage, for example.
Rather than modifying every user of the renderer, this commit instead
modifies renderer_copy_texture to use the COPY state internally.
|
|
|
|
|
| |
The errors were introduced by
efc82aef35a2aac5d2ed9774f6d28f2626796416.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This branch defines a gallivm_state structure which contains the
LLVMBuilderRef, LLVMContextRef, etc. All data structures built with
this object can be periodically freed during a "garbage collection"
operation.
The gallivm_state object has to be passed to most of the builder
functions where LLVMBuilderRef used to be used.
Conflicts:
src/gallium/auxiliary/gallivm/lp_bld_tgsi_soa.c
src/gallium/drivers/llvmpipe/lp_state_setup.c
|
|
|
|
|
|
|
|
|
| |
I made the texwrap test be more thorough and realized that this driver code
had not been quite right. This commit fixes the border color for depth
textures, compressed textures, and 16-bits-per-channel textures
with up to 2 channels (R16, RG16).
NOTE: This is a candidate for the 7.9 branch.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Need this to trigger the scene to update its shadow of the constant
state.
|
| |
|
|
|
|
| |
See http://www.opengl.org/registry/specs/ARB/wgl_pbuffer.txt
|
| |
|
| |
|
| |
|
|
|
|
|
| |
we store into the index specified by the register index, not an
indirect register.
|
|
|
|
|
| |
Tested with piglit + ut2004 still seems to render okay (and it
definitely does this)
|
|
|
|
|
|
|
|
|
|
|
| |
There are also some u_simple_shaders changes.
On r300, the TGSI_SEMANTIC_COLOR varying is a fixed-point number clamped
to the range [0,1] and limited to 12 bits of precision. Therefore we can't
use it for passing through a clear color in order to clear high precision
texture formats.
This also makes u_blitter use only one vertex shader instead of two.
|
| |
|
| |
|
|
|
|
|
|
|
| |
Since the viewport is not updated on RandR12 mode switches anymore,
clipping to viewport may incorrectly clip away the video.
Signed-off-by: Thomas Hellstrom <[email protected]>
|
|
|
|
|
|
|
| |
This may help paint the colorkey before overlay updates in some
situations where the app paints the color key (mainly xine).
Signed-off-by: Thomas Hellstrom <[email protected]>
|
|
|
|
|
| |
But the driver must be smart here and follow PIPE_TRANSFER_DISCARD,
as it should.
|
|
|
|
|
|
|
|
|
|
|
|
| |
If nvfx_framebuffer prepare and validate were called successively with
fb->zsbuf not NULL and then NULL, nvfx->hw_zeta would contain garbage and
this would cause failures in nvfx_framebuffer_relocate/OUT_RELOC(hw_zeta).
This was triggered by piglit/texwrap 2D GL_DEPTH_COMPONENT24 and caused
first a 'write to user buffer!!' error in libdrm and then worse things.
Signed-off-by: Xavier Chantry <[email protected]>
Signed-off-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
| |
7e1bf946316ff99feaa3f2e85f70b45bd9a77ade changed
PIPE_CAP_MAX_RENDER_TARGETS to 1 on nv30.
Signed-off-by: Xavier Chantry <[email protected]>
Signed-off-by: Francisco Jerez <[email protected]>
|
|
|
|
|
| |
The typo was introduced by commit
231d5457b275c1d9bbeff14165cf3da33dda176b.
|
|
|
|
|
|
| |
The blend sampler view is addressed with unnormalized coordinates in the
fragment shader. It should have the same orientation as the surface
does.
|
|
|
|
|
|
|
|
| |
The alpha mask is addressed with unnormalized coordinates in the
fragment shader. It should have the same orientation as the surface
does.
This fixes "mask" OpenVG demo.
|
| |
|