| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
The CONST macro hack will go away soon.
Reviewed-by: Matt Turner <[email protected]>
|
| |
|
|
|
|
| |
Don't rely on inclusion of other files that already include macros.h.
|
| |
|
|
|
|
|
| |
This is another step toward removing a whole bunch of -I flags from
the cc commands. Still need to address driver code...
|
|
|
|
|
| |
3F -> 3FN because integer types are normalized
4FC -> 3FN because we can normalize non-color attributes
|
|
|
|
| |
didn't work for color arrays.
|
|
|
|
|
|
|
|
| |
use 64-bit pointers and 32-bit longs. So, operations like casting pointers
to unsigned long and back to pointer won't work. glheader.h now
includes files to define uintptr_t, which should instead be used for
this sort of operation. It is an integer type that is the same size
as a pointer.
|
| |
|
| |
|
|
|
|
|
| |
Moved type conversion and interpolation macros into macros.h
Updated all the files that used to include mmath.h
|
|
|
|
|
|
|
|
| |
1. Remove all.h and PC_HEADER junk.
2. Rolled mem.c and mem.h into imports.c and imports.h
3. Include imports.h instead of mem.h
Restore _mesa_create/initialize_context() to be like they were in 4.0.4
New wrappers for a few std C functions: _mesa_atoi(), _mesa_strstr(), etc.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
Added GLvector4us datatype in math/m_vector.[ch]
Added _math_trans_4us() in math/m_translate.[ch]
Choose GLvector4ub, GLvector4us, GLvector4f at compile time based on CHAN_BITS.
Made Driver.ClearColor() and Driver.ClearIndex() optional driver functions.
Changed args to Driver.ClearColor(), updated drivers.
Reordered files in Makefile.X11
|
|
|
|
|
| |
Clean-up of color conversion macros.
New mmath.h macros (IROUND, IFLOOR, ICEIL, FRAC) used in various places.
|
|
|
|
|
|
|
| |
New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
|
|
math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
|