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path: root/src/mesa/state_tracker/st_atom.h
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* mesa/st: split updating vertex and fragment shader stages.Dave Airlie2011-05-181-0/+1
| | | | | | | this seems like a logical thing to do and sets the correct st flags for vertex textures. Signed-off-by: Dave Airlie <[email protected]>
* st/mesa: use GLuint to avoid problem w/ uint not defined on mingw32Brian Paul2010-10-151-1/+1
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* st/mesa: Include glheader.h in st_atom.h.Vinson Lee2010-08-031-0/+2
| | | | Include glheader.h for GLenum symbol.
* mesa: initial support for ARB_geometry_shader4Zack Rusin2010-06-281-0/+2
| | | | | | laying down the foundation for everything and implementing most of the stuff. linking, gl_VerticesIn and multidimensional inputs are left.
* mesa/st: adapt to interface changesRoland Scheidegger2010-05-171-0/+1
| | | | | adapt to blit changes, and also handle a bit more msaa state in theory (incomplete, doesn't handle resolves in any way for now).
* mesa/st: refactor vertex and fragment shader translationKeith Whitwell2009-11-151-1/+2
| | | | | | | | | | | | | | | | | 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.
* gallium: fix some render to texture bugsBrian Paul2008-05-071-0/+1
| | | | | | | | | | | | | | | 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...
* declare atoms as externAlan Hourihane2008-05-051-14/+14
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* gallium: incorporate alpha state into depth_stencil state object.Keith Whitwell2007-12-171-2/+1
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* gallium: remove redundant clear_color state.Keith Whitwell2007-12-111-1/+0
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* Replace gl_stencil_func_to_sp() and gl_depth_func_to_sp() with ↵Brian2007-11-081-0/+2
| | | | st_compare_func_to_pipe()
* No longer need st_update_tnl atomBrian2007-10-311-1/+0
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* added st_update_pixel_transfer atomBrian2007-10-301-0/+1
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* Translate mesa vertex/fragment programs to TGSI programs at same time to do ↵Brian2007-09-251-2/+1
| | | | | | | | | | | | | | | | | | 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.
* Make the alpha test state a cso.Zack Rusin2007-09-211-0/+1
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* converting the setup state to immutable object and renaming it to rasterizer ↵Zack Rusin2007-09-181-1/+1
| | | | state
* Combing depth and stencil objects and making them immutable.Zack Rusin2007-09-181-2/+1
| | | | | Converting depth and stencil objects into a single state object (d3d10 like) and making it immutable.
* checkpoint in constant tracking reworkKeith Whitwell2007-08-251-1/+2
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* added tnl state atomBrian2007-08-181-0/+1
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* plug in texture/sampler state updateBrian2007-08-071-0/+2
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* Trigger tgsi compilation for fragment programs.Keith Whitwell2007-07-191-0/+1
| | | | Not sure the generated program looks correct though...
* Implement polygon stipple state tracking, application.Brian2007-07-111-0/+1
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* consolidate point/line state into pipe_setup_stateBrian2007-06-261-1/+0
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* Initial work for glClear(), clear color state.Brian2007-06-201-0/+1
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* hook up point stateBrian2007-06-191-0/+1
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* Re-org of surface/framebuffer state.Brian2007-06-191-1/+0
| | | | We should be able to render to any depth/format of X window now.
* Added st_update_framebuffer struct/object.Brian2007-06-151-0/+1
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* Renamed softpipe directories and files to something less confusing.Keith Whitwell2007-06-141-0/+59
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.