Commit message (Collapse) | Author | Age | Files | Lines | |
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* | gallium: remove set_sampler_units interface | Keith Whitwell | 2007-12-11 | 1 | -14/+5 |
| | | | | | The effect of this mapping can be acheived by the state tracker and setting up the pipe texture state pointers to incorporate its affects. | ||||
* | gallium: remove redundant clear_color state. | Keith Whitwell | 2007-12-11 | 1 | -11/+0 |
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* | gallium: Remove feedback interfaces from pipe driver. | Keith Whitwell | 2007-12-11 | 1 | -30/+0 |
| | | | | | Something similar will return when geometry shaders are added, but for now this interface is not required. | ||||
* | Hide texture layout details from the state tracker. | Michel Dänzer | 2007-12-06 | 1 | -2/+2 |
| | | | | pipe->get_tex_surface() has to be used for access to texture image data. | ||||
* | Make it compile under Win32. | Michal | 2007-11-22 | 1 | -14/+14 |
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* | tweak anisotropic filtering code | Brian | 2007-11-08 | 1 | -0/+3 |
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* | remove translate_compare_func(), use i915_translate_compare_func() | Brian | 2007-11-08 | 1 | -19/+1 |
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* | remove old comment about tnl/vf | Brian | 2007-11-01 | 1 | -4/+0 |
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* | Re-implement GLSL texture sampler variables. | Brian | 2007-10-26 | 1 | -0/+10 |
| | | | | | | | | | | GLSL sampler variables indicate which texture unit to use for TEX instructions. Previously, this was baked into the fragment/vertex program and couldn't be readily changed once set. Now, SamplerUnits[] array indicates which texture unit is to be used for each sampler variable. These values are set with glUniform1i(). This is extra state that must be passed to the fragment/vertex program executor at runtime. | ||||
* | add 'normalized_coords' field to pipe_sampler_state | Brian | 2007-10-15 | 1 | -0/+3 |
| | | | | | | This controls whether texcoords are interpreted as-is or scaled up from [0,1]. Fixes glDrawPixels/glBitmap problems on i915 when image is non power-of-two. Also, cleans up the CSO sampler state for i915 a bit. | ||||
* | feedback/rasterpos fix-ups | Brian | 2007-10-15 | 1 | -0/+30 |
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* | Redoing the way we handle vertex shaders for the draw module. | Zack Rusin | 2007-09-28 | 1 | -16/+28 |
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* | Revert "Redoing the way we handle vertex shaders for the draw module." | Zack Rusin | 2007-09-28 | 1 | -28/+16 |
| | | | | This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e. | ||||
* | Redoing the way we handle vertex shaders for the draw module. | Zack Rusin | 2007-09-28 | 1 | -16/+28 |
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* | Convert i915 to use cso semantics of alpha_test. | Zack Rusin | 2007-09-21 | 1 | -4/+15 |
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* | Make the alpha test state a cso. | Zack Rusin | 2007-09-21 | 1 | -4/+20 |
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* | Cache the i915 sampler state. | Zack Rusin | 2007-09-20 | 1 | -3/+126 |
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* | Make the rasterizer state in i915 use the cso semantics. | Zack Rusin | 2007-09-20 | 1 | -4/+60 |
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* | Rewrite the depth_stencil state handling in i915. | Zack Rusin | 2007-09-20 | 1 | -3/+80 |
| | | | | | Done to match the new cso semantics. translate in create, use in bind and later delete. | ||||
* | Fix failover state binding and convert the sampler to use the new | Zack Rusin | 2007-09-20 | 1 | -10/+5 |
| | | | | state constant state object semantics. | ||||
* | Convert depth_stencil state to the new semantics. | Zack Rusin | 2007-09-20 | 1 | -10/+6 |
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* | Switch fragment/vertex shaders to the new caching semantics. | Zack Rusin | 2007-09-20 | 1 | -16/+12 |
| | | | | | Allow driver custom allocation within cached objects. The shaders are currently twiced (by cso layer and by the program itself). | ||||
* | Convert the rasterizer cso to the new semantics. | Zack Rusin | 2007-09-19 | 1 | -11/+7 |
| | | | | | Basically make cso hold the driver specific struct, while managing the template. | ||||
* | Convert the i915 driver blend state to the new semantics. | Zack Rusin | 2007-09-19 | 1 | -8/+75 |
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* | Redo the cso cache to map driver data in a lot more pleasing way. | Zack Rusin | 2007-09-19 | 1 | -5/+5 |
| | | | | | | Drivers can now create whatever they want from the state template. We use cso_state object to store the template (necessary during lookups), and the driver data. Convert blend state to the new semantics. | ||||
* | Finish up conversions of shaders to immutable objects. | Zack Rusin | 2007-09-19 | 1 | -2/+4 |
| | | | | | Create/Delete calls should be split since in create we'll be compiling them so we want to know which one it is (vertex/fragment). | ||||
* | Convert shader to an immutable state object. | Zack Rusin | 2007-09-18 | 1 | -5/+22 |
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* | Finishing up rename of the setup state to the rasterizer state. | Zack Rusin | 2007-09-18 | 1 | -1/+1 |
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* | converting the setup state to immutable object and renaming it to rasterizer ↵ | Zack Rusin | 2007-09-18 | 1 | -5/+25 |
| | | | | state | ||||
* | Combing depth and stencil objects and making them immutable. | Zack Rusin | 2007-09-18 | 1 | -18/+26 |
| | | | | | Converting depth and stencil objects into a single state object (d3d10 like) and making it immutable. | ||||
* | Make sampler an immutable state object. | Zack Rusin | 2007-09-18 | 1 | -20/+34 |
| | | | | Switch the sample to be an immutable state object. | ||||
* | First stab at immutable state objects (create/bind/delete) | Zack Rusin | 2007-09-18 | 1 | -3/+26 |
| | | | | | | | We want our state objects to be immutable, handled via the create/bind/delete calls instead of struct propagation. Only implementing the blend state to see how it would look like and work. | ||||
* | Checkpoint commit: i915 texture works, use new vertex_info struct | Brian | 2007-08-23 | 1 | -1/+0 |
| | | | | | Basic i915 2D texturing seems to work now. The vertex format is determined from the current fragment shader. | ||||
* | Rework of shader constant buffers. | Brian | 2007-08-22 | 1 | -0/+40 |
| | | | | | They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects. | ||||
* | Fragment shader translation seems to basically work now. More testing needed. | Brian | 2007-08-21 | 1 | -1/+1 |
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* | Use new draw_arrays() code. | Brian | 2007-08-20 | 1 | -0/+35 |
| | | | | | The i915 driver now uses the software-based vertex shader interpreter and draws everything through pipe->draw_arrays(). | ||||
* | Begin added vertex shader state/support. | Brian | 2007-08-16 | 1 | -1/+1 |
| | | | | | Renamed pipe_fs_state to pipe_shader_state since it can be used for both vertex and fragment shader info. | ||||
* | Start breaking the #include dependencies between pipe drivers and mesa. | Keith Whitwell | 2007-08-13 | 1 | -3/+3 |
| | | | | | | | | | | Pipe drivers shouldn't really know much about mesa and certainly shouldn't be #including files from src/mesa/main and the like. I've also (in i915simple especially) moved over from GL types to more conventional int/unsigned usage. This probably isn't really the ultimate desired set of types to use - possibly C99 would be better. It may even be that a subset of the GL types is preferable. | ||||
* | Lift common winsys functions into pipe's new p_winsys. | Keith Whitwell | 2007-08-10 | 1 | -1/+1 |
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* | move viewport Y inversion to state tracker | Brian | 2007-08-09 | 1 | -13/+0 |
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* | invert Y axis with the viewport transformation to put things right side up | Brian | 2007-08-09 | 1 | -1/+14 |
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* | Hook up i915simple. Doesn't compile. | Keith Whitwell | 2007-08-08 | 1 | -3/+2 |
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* | Checkpoint of a super-simplified i915 driver in the pipe model. | Keith Whitwell | 2007-08-08 | 1 | -0/+238 |
Doesn't yet compile, but when it does, it will only draw gouraud tris and even those will be as simple as possible. Needs some 'winsys' support also before that can happen. |