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path: root/src/mesa/pipe/i915simple/i915_state.c
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* gallium: remove set_sampler_units interfaceKeith Whitwell2007-12-111-14/+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 Whitwell2007-12-111-11/+0
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* gallium: Remove feedback interfaces from pipe driver.Keith Whitwell2007-12-111-30/+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 Dänzer2007-12-061-2/+2
| | | | pipe->get_tex_surface() has to be used for access to texture image data.
* Make it compile under Win32.Michal2007-11-221-14/+14
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* tweak anisotropic filtering codeBrian2007-11-081-0/+3
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* remove translate_compare_func(), use i915_translate_compare_func()Brian2007-11-081-19/+1
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* remove old comment about tnl/vfBrian2007-11-011-4/+0
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* Re-implement GLSL texture sampler variables.Brian2007-10-261-0/+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_stateBrian2007-10-151-0/+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-upsBrian2007-10-151-0/+30
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* Redoing the way we handle vertex shaders for the draw module.Zack Rusin2007-09-281-16/+28
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* Revert "Redoing the way we handle vertex shaders for the draw module."Zack Rusin2007-09-281-28/+16
| | | | This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e.
* Redoing the way we handle vertex shaders for the draw module.Zack Rusin2007-09-281-16/+28
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* Convert i915 to use cso semantics of alpha_test.Zack Rusin2007-09-211-4/+15
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* Make the alpha test state a cso.Zack Rusin2007-09-211-4/+20
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* Cache the i915 sampler state.Zack Rusin2007-09-201-3/+126
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* Make the rasterizer state in i915 use the cso semantics.Zack Rusin2007-09-201-4/+60
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* Rewrite the depth_stencil state handling in i915.Zack Rusin2007-09-201-3/+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 newZack Rusin2007-09-201-10/+5
| | | | state constant state object semantics.
* Convert depth_stencil state to the new semantics.Zack Rusin2007-09-201-10/+6
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* Switch fragment/vertex shaders to the new caching semantics.Zack Rusin2007-09-201-16/+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 Rusin2007-09-191-11/+7
| | | | | Basically make cso hold the driver specific struct, while managing the template.
* Convert the i915 driver blend state to the new semantics.Zack Rusin2007-09-191-8/+75
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* Redo the cso cache to map driver data in a lot more pleasing way.Zack Rusin2007-09-191-5/+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 Rusin2007-09-191-2/+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 Rusin2007-09-181-5/+22
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* Finishing up rename of the setup state to the rasterizer state.Zack Rusin2007-09-181-1/+1
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* converting the setup state to immutable object and renaming it to rasterizer ↵Zack Rusin2007-09-181-5/+25
| | | | state
* Combing depth and stencil objects and making them immutable.Zack Rusin2007-09-181-18/+26
| | | | | Converting depth and stencil objects into a single state object (d3d10 like) and making it immutable.
* Make sampler an immutable state object.Zack Rusin2007-09-181-20/+34
| | | | Switch the sample to be an immutable state object.
* First stab at immutable state objects (create/bind/delete)Zack Rusin2007-09-181-3/+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 structBrian2007-08-231-1/+0
| | | | | Basic i915 2D texturing seems to work now. The vertex format is determined from the current fragment shader.
* Rework of shader constant buffers.Brian2007-08-221-0/+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.Brian2007-08-211-1/+1
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* Use new draw_arrays() code.Brian2007-08-201-0/+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.Brian2007-08-161-1/+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 Whitwell2007-08-131-3/+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 Whitwell2007-08-101-1/+1
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* move viewport Y inversion to state trackerBrian2007-08-091-13/+0
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* invert Y axis with the viewport transformation to put things right side upBrian2007-08-091-1/+14
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* Hook up i915simple. Doesn't compile.Keith Whitwell2007-08-081-3/+2
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* Checkpoint of a super-simplified i915 driver in the pipe model.Keith Whitwell2007-08-081-0/+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.