| Commit message (Collapse) | Author | Age | Files | Lines |
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From what I can see we were taking the debug path all the time,
when we probably only want it for enable debug path.
Signed-off-by: Dave Airlie <[email protected]>
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this seems like a logical thing to do and sets the correct st flags
for vertex textures.
Signed-off-by: Dave Airlie <[email protected]>
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laying down the foundation for everything and implementing most of the
stuff.
linking, gl_VerticesIn and multidimensional inputs are left.
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adapt to blit changes, and also handle a bit more msaa state in theory
(incomplete, doesn't handle resolves in any way for now).
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There is currently no user of this new interface. As the inteface can
coexist with st_public.h, everthing should work as before.
ST_TEXTURE_2D is both defined by st_public.h and st_api.h. Reorder the
headers in st/dri to avoid conflicts.
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Conflicts:
src/mesa/state_tracker/st_atom_shader.c
src/mesa/state_tracker/st_program.c
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Translate vertex shaders independently of fragment shaders.
Previously tried to make fragment shader semantic indexes always start
at zero and exclude holes. This was unnecessary but meant that vertex
shader translation had to be adjusted to take this into account.
Now use a fixed scheme for labelling special FS input semantics
(color, etc), and another fixed scheme for the generics.
With this, vertex shaders can be translated independently of the bound
fragment shader, assuming mesa has done its own job and ensured that
the vertex shader provides at least the inputs the fragment shader is
looking for. The state-tracker didn't attempt to do anything about
this previously, so it shouldn't be needed now.
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We can simplify this now that we no longer have any dynamic atoms.
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Just use the new _NEW_PROGRAM_CONSTANTS flag instead.
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Use _mesa_malloc(), _mesa_free(), etc everywhere, not malloc(), free(), etc.
Still using CALLOC_STRUCT() at this point.
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Some of the headers in src/mesa/main have pretty common names which
easily conflict with third-party code, e.g. config.h
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Before, we were sometimes rendering into a stale texture because
st_finalize_texture() would discard the old texture and create a new one.
Moved st_update_framebuffer atom after texture validation so that we
can create a new renderbuffer surface if the texture changes.
Also, split texture validation into two parts: finalize_textures and
update_textures. Do finalize_textures first to avoid getting into the
situtation where we're doing a pipe->surface_copy() mid-way through
state validation.
Some debug code still in place, but disabled...
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_NEW_PACKUNPACK state
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The bitmap cache attempts to accumulate a series of glBitmap calls in a
buffer to effectively render a whole bunch of bitmaps at once.
The cache can be disabled, if needed, by setting UseBitmapCache=GL_FALSE.
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proper linking.
Previously, programs were translated independently during validation.
The problem is the translation to TGSI format, which packs shader
input/outputs into continuous slots, depends on which vertex program is
being paired with which fragment shader. Now, we look at the outputs
of the vertex program in conjunction with the inputs of the fragment shader
to be sure the attributes match up correctly.
The new 'linked_program_pair' class keeps track of the associations
between vertex and fragment shaders. It's also the place where the TGSI
tokens are kept since they're no longer per-program state but per-linkage.
Still a few loose ends, like implementing some kind of hash/lookup table
for linked_program_pairs.
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state
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Converting depth and stencil objects into a single state object
(d3d10 like) and making it immutable.
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Not sure the generated program looks correct though...
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We should be able to render to any depth/format of X window now.
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softpipe/state_tracker --> state_tracker/
softpipe/ --> pipe/
softpipe/generic --> pipe/softpipe/
I don't think pipe is a great name, but I disliked all the others too.
Luckily it's fairly easy to rename with git, so this can be revisited
later.
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