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* llvmpipe: fix sprite texcoord setup for non-projective texturingBrian Paul2010-09-221-27/+58
| | | | | | | | Normally the Mesa state tracker uses TXP instructions for texturing. But if a fragment shader uses texture2D() that's a TEX instruction. In that case we were incorrectly computing the texcoord coefficients in the point sprite setup code. Some new comments in the code explain things.
* r600g: flush color buffer after draw commandJerome Glisse2010-09-221-1/+36
| | | | Signed-off-by: Jerome Glisse <[email protected]>
* llvmpipe: Make rgb/alpha bland func/factors match, when there is no alpha.José Fonseca2010-09-221-14/+8
| | | | Makes AoS blending easier, and state more canonical.
* llvmpipe: Special case complementary and identify blend factors in SoA.José Fonseca2010-09-224-44/+79
| | | | | | | | One multiplication instead of two. Also fix floating point random number generation and verification. TODO: Do the same for AoS blending.
* gallivm: Add unorm support to lp_build_lerp()José Fonseca2010-09-221-9/+75
| | | | Unfortunately this can cause segfault with LLVM 2.6, if x is a constant.
* util: Flush stdout on util_format.José Fonseca2010-09-221-0/+8
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* d3d1x: fix segfault when hashingLuca Barbieri2010-09-221-1/+1
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* d3d1x: fix warningLuca Barbieri2010-09-221-1/+1
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* d3d1x: fix cf analysisLuca Barbieri2010-09-221-1/+1
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* d3d1x: link with CXXFLAGSLuca Barbieri2010-09-221-1/+1
| | | | Otherwise, -m32 doesn't make it there.
* d3d1x: add missing memory barrierLuca Barbieri2010-09-221-2/+6
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* d3d1x: don't build progs automaticallyLuca Barbieri2010-09-221-1/+1
| | | | | | | | | | progs requires winsys, which hasn't yet been built by the time we go into state_trackers. It may be a good idea to also move it into tests. After a normal build, run make in src/gallium/state_trackers/d3d1x/progs to build them.
* winsys: automatically build sw winsys needed by EGL and d3d1xLuca Barbieri2010-09-221-0/+10
| | | | A cleaner solution would be preferable, but this does no harm and works.
* glx: decouple dri2.c and GLX, fixing Gallium EGL and d3d1x buildLuca Barbieri2010-09-221-0/+11
| | | | | | | | | | | | | | | The Gallium EGL state tracker reuses dri2.c but not the GLX code. Currently there is a bit of code in dri2.c that is incorrectly tied to GLX: instead, make it call an helper that both GLX and Gallium EGL implement, like dri2InvalidateBuffers. This avoids a link error complaining that dri2GetGlxDrawableFromXDrawableId is undefined. Note that we might want to move the whole event translation elsewhere, and probably stop using non-XCB DRI2 altogether, but this seems to be the minimal fix.
* nvfx: remove gl_PointCoord hackLuca Barbieri2010-09-221-7/+6
| | | | Now Gallium has the proper fix, thanks to Brian Paul.
* d3d1x: attempt to fix/workaround bug #30322Luca Barbieri2010-09-221-1/+1
| | | | | | | | | This may just be hiding some other bug though, since the types are supposed to be the same (and it compiles for me). Anyway, this interface will likely need to changed, since it seems Wine needs a more powerful one capable of expressing window subregions and called at every Present.
* r600g: disable dirty handling on texture from depth code.Dave Airlie2010-09-221-8/+1
| | | | | | | nothing was every dirtying the object again, the mesa-demos reflect test was just stalling. this fixes glean readPixSanity.
* r600g: make stencil readback workDave Airlie2010-09-221-2/+1
| | | | need to write two components to get stencil components as well
* r600g: cleanup some of the DB blit codeDave Airlie2010-09-222-4/+65
| | | | | | | | | add cb/db flush states to the blit code. add support for the rv6xx that need special treatment. according to R6xx_7xx_3D.pdf set r700 CB_SHADER_CONTROL reg in blit code docs say dual export should be disabled for DB->CB
* r600g: fix typo in struct member nameDave Airlie2010-09-225-7/+7
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* r600g: occlusion query for new designJerome Glisse2010-09-214-6/+237
| | | | Signed-off-by: Jerome Glisse <[email protected]>
* softpipe: add missing calls to set draw vertex samplers/viewsBrian Paul2010-09-211-0/+8
| | | | Part of the fix for running softpipe w/ LLVM-enabled draw module.
* gallivm: fix lp_build_sample_compare()Brian Paul2010-09-211-17/+23
| | | | | | | | | | The old code didn't really make sense. We only need to compare the X channel of the texture (depth) against the texcoord. For (bi)linear sampling we should move the calls to this function and compute the final result as (s1+s2+s3+s4) * 0.25. Someday. This fixes the glean glsl1 shadow2D() tests. See fd.o bug 29307.
* d3d1x: ignore errors while building docsLuca Barbieri2010-09-211-0/+1
| | | | Some versions of dot apparently lack pdf output.
* r600g: fix multi buffer renderingJerome Glisse2010-09-211-2/+2
| | | | Signed-off-by: Jerome Glisse <[email protected]>
* d3d1x: fix GCC 4.1/4.2 buildLuca Barbieri2010-09-211-1/+11
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* d3d1x: add template parameters to base class ctor calls for GCC 4.4Luca Barbieri2010-09-214-18/+20
| | | | | GCC 4.5 is fine without them, but GCC 4.4 requires them. Should fully fix the build on GCC 4.4
* d3d1x: fix build with compilers other than GCC 4.5Luca Barbieri2010-09-211-7/+33
| | | | | | There was some libstdc++-specific code that would only build with GCC 4.5 Now it should be much more compatible, at the price of reimplementing the generic hash function.
* gallium/docs: The RET opcode may appear anywhere in a subroutine.Tilman Sauerbeck2010-09-211-2/+0
| | | | Signed-off-by: Tilman Sauerbeck <[email protected]>
* r600g: directly allocate bo for user bufferJerome Glisse2010-09-214-27/+66
| | | | Signed-off-by: Jerome Glisse <[email protected]>
* llvmpipe: When failing free fs shader too.José Fonseca2010-09-211-0/+1
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* llvmpipe: Describe how to profile llvmpipe.José Fonseca2010-09-211-0/+38
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* draw: new draw_fs.[ch] filesBrian Paul2010-09-212-0/+115
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* Merge branch 'sprite-coord'Brian Paul2010-09-2120-127/+372
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| * draw: check bitshift against PIPE_MAX_SHADER_OUTPUSBrian Paul2010-09-201-1/+5
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| * llvmpipe: check bitshift against PIPE_MAX_SHADER_OUTPUTSBrian Paul2010-09-201-2/+5
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| * draw: fix test for using the wide-point stageBrian Paul2010-09-201-2/+2
| | | | | | | | | | As it was, we weren't obeying the draw->pipeline.point_sprite state. Fixes point sprites in llvmpipe driver.
| * llvmpipe: implement sprite coord origin modesBrian Paul2010-09-201-6/+12
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| * llvmpipe: rename sprite field, add sprite_coord_originBrian Paul2010-09-205-6/+10
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| * llvmpipe: clean-up, comments in setup_point_coefficient()Brian Paul2010-09-201-5/+10
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| * llvmpipe: reformatting, remove trailing whitespace, etcBrian Paul2010-09-201-21/+23
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| * llvmpipe: indentation fixBrian Paul2010-09-201-1/+1
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| * llvmpipe: maintain fragment shader state for draw moduleBrian Paul2010-09-202-0/+14
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| * gallium/docs: added new pipeline.txt diagramBrian Paul2010-09-171-0/+128
| | | | | | | | | | | | This diagram shows the rendering pipeline with an emphasis on the inputs/outputs for each stage. Some stages emit new vertex attributes and others consume some attributes.
| * gallium: rework handling of sprite_coord_enable stateBrian Paul2010-09-1710-82/+153
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implement the pipe_rasterizer_state::sprite_coord_enable field in the draw module (and softpipe) according to what's specified in the documentation. The draw module can now add any number of extra vertex attributes to a post-transformed vertex and generate texcoords for those attributes per sprite_coord_enable. Auto-generated texcoords for sprites only worked for one texcoord unit before. The frag shader gl_PointCoord input is now implemented like any other generic/texcoord attribute. The draw module now needs to be informed about fragment shaders since we need to look at the fragment shader's inputs to know which ones need auto-generated texcoords. Only softpipe has been updated so far.
| * gallium: better docs for pipe_rasterizer_state::sprite_coord_enableBrian Paul2010-09-171-5/+13
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* | d3d1x: actually enable and fix blob apisLuca Barbieri2010-09-212-6/+7
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* | d3d1x: add missing fileLuca Barbieri2010-09-211-0/+87
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* | d3d1x: fix compilation with recent Wine versions installedLuca Barbieri2010-09-211-1/+1
| | | | | | | | | | | | | | Recent Wine versions provide a d3d11shader.h, which is however empty and was getting used instead of our non-empty one. Correct the include path order to fix this.
* | d3d1x: add blob and signature extraction APIsLuca Barbieri2010-09-217-13/+116
| | | | | | | | NOTE: untested, needs a testing tool!