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* Fixup include paths after renameKeith Whitwell2007-08-243-3/+3
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* Rename tgsi "core" directoryKeith Whitwell2007-08-2414-0/+0
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* Vertex shader outputs are now tightly packed into the output slots.Brian2007-08-231-2/+17
| | | | | Fix softpipe vertex attribute setup. Also, update vs constants when the projection matrix changes (fixes samples/prim.c)
* Checkpoint: new vertex/fragment attribute namingBrian2007-08-233-51/+99
| | | | | | | Replace VF_ATTRIB_x with TGSI_ATTRIB_x When converting mesa programs to TGSI programs, also convert the InputsRead and OutputsWritten to a mask of TGSI_ATTRIB_ bits. Still need to do conversion for vertex programs...
* TGSI_ATTRIB_ tokensBrian2007-08-231-0/+47
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* define new TGSI_ATTRIB_ tokens for program inputs/outputs, plus translation ↵Brian2007-08-232-0/+249
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* For the time being, interpolate Z in shade_quad() rather in the shader.Brian2007-08-231-0/+5
| | | | This was causing trouble for the i915 driver.
* First pass on tgsi deco.michal2007-08-222-0/+107
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* Include headers.michal2007-08-222-0/+23
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* New file.michal2007-08-221-0/+3
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* New file.michal2007-08-221-0/+0
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* commentsBrian2007-08-211-3/+6
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* Cosmetic changes.michal2007-08-161-11/+16
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* disable Z value scaling - it's done in sp_quad_depth_test.cBrian2007-08-161-2/+3
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* Copy fragment z if the fragment shader does not write depth on its own.`michal2007-08-161-3/+30
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* Add UsageMask to DECLARATION in TGSI.michal2007-08-157-84/+244
| | | | | Interpolate FS attributes in the shader. Do not copy WPOS in FS.
* Add declaration_semantic token to TGSI.michal2007-08-157-85/+205
| | | | | Cosmetic changes, GLuint -> unsigned. Preserve mesa gl_fragment_program DEPTH and COLOR semantics.
* Declare fragment shader output registers.michal2007-08-151-27/+77
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* Continue reducing dependencies on core mesa include files.Keith Whitwell2007-08-146-250/+252
| | | | Mainly down to the support for legacy TNL processing now.
* Implement texture cache with multiple, direct-mapped entries.Brian2007-08-141-4/+10
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* Implement remaining mipmap modes for 2D textures.Brian2007-08-142-4/+6
| | | | Also, add lodbias param to get_samples()
* tgsi_sampler->get_samples() now operates on a quad (returns 4 colors).Brian2007-08-142-79/+21
| | | | Lambda/level-of-detail is also computed in get_samples() now.
* Add SGT/LT/GE/LE/EQ/NE opcodes for ps/vs_2_x.michal2007-08-101-0/+10
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* Support predicates.michal2007-08-101-17/+54
| | | | | | | | | | | Predicates, as per D3D9 spec, are a complete subset of NVIDIA's condition codes. However, due to its broad support in non-NVIDIA hardware, it is being exposed in TGSI to ease hw driver development. Two decomposition functions are expected in the future. 1. GetRidOfPredicates() - predicates are implemented with condition codes. 2. There is no second function, it's just this pesky VI that does not allow me to move with arrow keys and so I cannot edit previous paragraphs.
* Update opcode list.michal2007-08-092-3/+54
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* Further opcode list reorg.michal2007-08-091-20/+21
| | | | | | Add TXP opcode. Alias SGN to SSG. Alias EXPP to EXP.
* Quieten TGSIKeith Whitwell2007-08-092-5/+12
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* Declare missing opcode aliases. Declare SGN opcode.michal2007-08-091-3/+11
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* initial lod/mipmap texture supportedBrian2007-08-081-1/+1
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* Add D3D9 opcodes up to ps_2_x and vs_2_x.michal2007-08-081-1/+316
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* very simple texture cache implementationBrian2007-08-081-0/+5
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* rewrite texture sampling code (smaller, simpler)Brian2007-08-082-246/+127
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* clean up tgsi_sampler-related bitsBrian2007-08-072-21/+10
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* Naive implementation of IF/ELSE/ENDIF.michal2007-08-074-28/+175
| | | | | Handle TGSI labels correctly. Enhance MESA opcode info queries.
* checkpoint new tgsi_sampler_state structBrian2007-08-072-164/+119
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* Handle labels for IF/ELSE correctlymichal2007-08-072-4/+23
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* Enable compact TGSI dump.michal2007-08-072-430/+794
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* Dump tokens in more compact form.michal2007-08-072-13/+31
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* Labels are always label targets.michal2007-08-076-13/+4
| | | | Translate label for GLSL IF, ELSE.
* Add GLSL opcodes.michal2007-08-061-1/+10
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* Add GLSL ops.michal2007-08-061-0/+36
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* Make SGE, SGT, SLE working.michal2007-08-061-12/+32
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* Remove garbage text.michal2007-08-061-1/+1
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* Reorder opcodes.michal2007-08-061-10/+10
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* Translate the remaining ops.michal2007-08-061-30/+83
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* Translate MESA GLSL opcodes to TGSI opcodes.michal2007-08-062-1/+28
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* Add GLSL opcodes.michal2007-08-061-2/+57
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* implement DDX, DDY instructionsBrian2007-07-252-2/+38
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* patch things up enough to allow texture sampling to workBrian2007-07-251-0/+21
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* use consistent indentationBrian2007-07-241-373/+361
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