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* mesa: rename src/mesa/shader/ to src/mesa/program/Brian Paul2010-06-101-1/+1
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* i965: Fix up the handling of point sprite coordinate replacement.Eric Anholt2010-03-081-5/+1
| | | | | | | | | | | | | The code was walking over the regs of pairs of attributes and checking whether the attribute with a given reg index had point sprite enabled. So the point sprite setup code was rarely even getting executed. Instead, we need to determine which channels of a reg need point sprite coordinate replacement. In addition, it was multiplying the attribute by 1/w, when it's supposed to cover (0, 1) in each direction regardless of w, and it wasn't filling in the Z and W components of the texcoord as specified. Fixes piglit point-sprite and the spriteblast demo. Bug #24431, #22245.
* Merge branch 'outputswritten64'Ian Romanick2009-11-171-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Add a GLbitfield64 type and several macros to operate on 64-bit fields. The OutputsWritten field of gl_program is changed to use that type. This results in a fair amount of fallout in drivers that use programs. No changes are strictly necessary at this point as all bits used are below the 32-bit boundary. Fairly soon several bits will be added for clip distances written by a vertex shader. This will cause several bits used for varyings to be pushed above the 32-bit boundary. This will affect any drivers that support GLSL. At this point, only the i965 driver has been modified to support this eventuality. I did this as a "squash" merge. There were several places through the outputswritten64 branch where things were broken. I foresee this causing difficulties later for bisecting. The history is still available in the branch. Conflicts: src/mesa/drivers/dri/i965/brw_wm.h
* i965: indentation fixBrian Paul2009-10-291-1/+1
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* i965: make brw_sf_prog_key::sprite_origin_lower_left one bitBrian Paul2009-10-291-2/+2
| | | | | Shrinks size of key to 8 bytes from 12. Note that progs/demos/spriteblast.c is still broken.
* i965: interpolate colors with perspective correction by defaultBrian Paul2009-06-121-1/+2
| | | | | | | ...rather than with linear interpolation. Modern hardware should use perspective-corrected interpolation for colors (as for texcoords). glHint(GL_PERSPECTIVE_CORRECTION_HINT, mode) can be used to get linear interpolation if mode = GL_FASTEST.
* i965: allocate GRF registers before building subroutines,Xiang, Haihao2007-12-191-4/+4
| | | | it ensures there are sufficient registers for all subroutines.
* Merge branch '965-glsl'Zou Nan hai2007-10-261-1/+1
|\ | | | | | | | | | | | | Conflicts: src/mesa/drivers/dri/i965/brw_sf.h src/mesa/drivers/dri/i965/intel_context.c
| * Initial 965 GLSL supportZou Nan hai2007-04-121-2/+2
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* | Fix-up #includes to remove some -I options.Brian2007-09-111-1/+1
| | | | | | | | eg: #include "shader/program.h" and remove -I$(TOP)/src/mesa/program
* | ARB sprite point support on i965Zou Nan hai2007-07-301-1/+8
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* Add Intel i965G/Q DRI driver.Eric Anholt2006-08-091-0/+105
This driver comes from Tungsten Graphics, with a few further modifications by Intel.