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path: root/src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
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* nouveau: say goodbye to the old DRI driver...Stephane Marchesin2008-07-141-1050/+0
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* merge from masterBrian2007-03-211-5/+45
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| * nouveau: fail translate if we use too many params somehowBen Skeggs2007-03-201-4/+21
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| * nouveau: NVSDBG macroBen Skeggs2007-03-201-0/+2
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| * nouveau: avoid using uninitialised TexSrcUnit.Ben Skeggs2007-03-191-1/+22
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* | Update DRI drivers for new glsl compiler.Brian2007-02-231-6/+10
|/ | | | | | Mostly: - update #includes - update STATE_* token code
* nouveau: NV40 glClipPlane support.Ben Skeggs2007-01-301-11/+77
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* nouveau: rework shader param handlingBen Skeggs2007-01-301-43/+102
| | | | | | Conflicts: src/mesa/drivers/dri/nouveau/nouveau_shader_0.c
* nouveau: oops, build attrib map after we know how the final shader will look..Ben Skeggs2007-01-301-2/+2
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* nouveau: remove an unused tableBen Skeggs2007-01-301-13/+1
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* nouveau: oopsBen Skeggs2007-01-301-3/+9
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* nouveau: maintain a map of which vtxprog input corresponds to which arrayBen Skeggs2007-01-301-0/+46
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* nouveau: add result scaling to shader backend, use it in RSQ emul for NV40.Ben Skeggs2007-01-251-14/+3
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* nouveau: DPH and CMP for NV40 which doesn't do it natively.Ben Skeggs2007-01-231-0/+24
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* nouveau: allow for card-specific shader infos to be keptBen Skeggs2007-01-231-0/+1
| | | | | | | NV30/40 fragprog: build FP_CONTROL per-shader, still some hardcoded bits for this reg.. It looks like it has to do with the number of temps used, but needs more looking at. NV40 vtxprog : build VP_IN_REG/VP_OUT_REG during shader compile
* nouveau: fill in condition info for instructionsBen Skeggs2007-01-231-77/+76
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* nouveau: reindent shader pass0/pass2Ben Skeggs2007-01-231-374/+405
| | | | | if this gets rejected by the commit list, just ignore it.. nothing interesting to see here :)
* nouveau: start converting shaders into a tree format again..Ben Skeggs2007-01-231-144/+231
| | | | | No branching stuff implemented yet. Works enough for gears, probably other stuff broken.
* nouveau: rename pass0_arb to pass0.Ben Skeggs2007-01-211-0/+710
I was expecting to have 2 frontends for the shader code (asm, glsl). With Brian's work on GLSL this is unnecessary :)