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* mesa: initial extension bits for GL_ARB_framebuffer_objectBrian Paul2009-01-223-0/+3
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* mesa: regenerated GL API filesBrian Paul2009-01-2210-5096/+5570
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* glapi: include ARB_framebuffer_object.xmlBrian Paul2009-01-221-0/+3
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* glapi: XML spec for GL_ARB_framebuffer_objectBrian Paul2009-01-221-0/+269
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* glsl: call _mesa_write_shader_to_file(). Debug-only, disabledBrian Paul2009-01-221-0/+4
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* glsl: new _mesa_write_shader_to_file() functionBrian Paul2009-01-222-159/+256
| | | | | Used to log a shader to a file. Includes shader source code, the info log and generated GPU instructions.
* glsl: set shader->CompileStatus in _slang_compile()Brian Paul2009-01-222-1/+6
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* mesa: added _mesa_fprintf() wrapperBrian Paul2009-01-222-1/+17
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* mesa: master is open for new development, eventually will be Mesa 7.5Brian Paul2009-01-221-3/+3
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* mesa: set version to 7.3Brian Paul2009-01-221-1/+1
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* i915: Add decode for PS in batchbuffers.Eric Anholt2009-01-212-6/+483
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* i965: Remove gratuitous whitespace in INTEL_DEBUG=wm output.Eric Anholt2009-01-214-5/+8
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* i965: Use _mesa_num_inst_src_regs() instead of keeping a copy of its contents.Eric Anholt2009-01-211-48/+6
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* [intel] Remove remaining references to intel_wait_flips().Kristian Høgsberg2009-01-211-5/+1
| | | | Oops.
* swrast: fix redundant texture application in affine_textured_triangle().Brian Paul2009-01-211-1/+9
| | | | | This function does simple texture mapping so disable normal texture mapping before we call _swrast_write_rgba_span() so that we don't do it twice.
* mesa: add some debug assertions to detect null current texture object pointersBrian Paul2009-01-212-0/+22
| | | | See bug #17895. These assertions could be removed when this is resolved.
* [intel] Go back to using the typedef for the sarea structmesa_7_3_rc3Timo Aaltonen2009-01-204-8/+8
| | | | | | The upstream linux kernel headers and libdrm kernel headers disagree on the tag name for the sarea struct: _drm_i915_sarea vs drm_i915_sarea. They both typedef it to drm_i915_sarea_t though, so just use that.
* Remove intel pageflipping support in its entirety.Owain G. Ainsworth2009-01-205-328/+20
| | | | | | | | It's been broken and deprecated for a while, so it's time to die. This has the wonderful benefit of cleaning up the code a fair amount; making it marginally less twisty. I'm unsure if the for loops in IntelWindowMoved are still needed.
* glsl: silence unused var warningsBrian Paul2009-01-201-0/+2
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* mesa: silence uninitialized var warningsBrian Paul2009-01-202-0/+6
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* mesa: silence compiler warning at -O2Brian Paul2009-01-201-0/+1
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* mesa: bump version to 7.3-rc3Brian Paul2009-01-201-1/+1
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* Add a comment about _tnl_emit_indexed_vertices_to_buffer.Thomas Hellstrom2009-01-201-0/+6
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* tnl: Add a utility to emit indexed vertices to a DMA buffer.Thomas Hellstrom2009-01-202-1/+50
| | | | | | This utility is useful for hardware that doesn't support HW index buffers. It's a bit inefficient but appears to give a substantial performance gain, as we can emit tri strips that would otherwise be split into triangles.
* Fix store texel for argb4444.Thomas Hellstrom2009-01-201-1/+1
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* Fix store texel for argb8888_rev.Thomas Hellstrom2009-01-201-1/+1
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* Add RGBA4444 and RGBA5551 texture formats.Thomas Hellstrom2009-01-206-0/+212
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* dri1: Add a macro to validate two dri drawables in one go.Thomas Hellstrom2009-01-201-0/+22
| | | | | | | | Dri drivers often may validate first a write drawable and then a read drawable ("readable"). However, the hardware lock may be unlocked when validating the readable, causing the write drawable status to be stale. Drivers should use this macro instead when validating two drawables.
* mesa: fix build of stand-alone glslcompiler driverBrian Paul2009-01-191-1/+1
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* i965: fix polygon culling bug when rendering to a texture/FBOBrian Paul2009-01-161-12/+13
| | | | | | Since we use an inverted viewport transformation for render to texture, that inverts front/back polygon orientation. Now glCullFace(GL_FRONT / GL_BACK) works correctly.
* intel: added intel_rendering_to_texture() helper function.Brian Paul2009-01-161-0/+17
| | | | | When we're rendering to textures we have to invert the viewport transformation. This helper cleans up that test and can be used elsewhere...
* mesa: remove GL_DEPTH_TEST + no depth buffer testBrian Paul2009-01-161-4/+0
| | | | | One could enable depth testing before binding an FBO that has a depth buffer so this test is no longer useful or correct.
* glsl: fix broken sampler assignmentsBrian Paul2009-01-161-1/+2
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* i915: fallback on transfer modeXiang, Haihao2009-01-161-0/+6
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* windows: updated mesa.def fileKarl Schultz2009-01-151-0/+5
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* glsl: use _mesa_sprintf()Brian Paul2009-01-151-2/+2
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* glsl: move declaration before codeBrian Paul2009-01-151-1/+1
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* mesa: check frambuffer complete status before renderingAlan Hourihane2009-01-151-13/+20
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* mesa: bump version to 7.3-rc2mesa_7_3_rc2Brian Paul2009-01-141-1/+1
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* glsl: fix commentBrian Paul2009-01-141-1/+1
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* glsl: minor clean-up for rect sampler testBrian Paul2009-01-141-5/+18
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* r300: work-around FRAG_BIT_FOGC warning/errorBrian Paul2009-01-142-0/+12
| | | | | | | See bug 17929. Fog doesn't actually work, but the often complained about warning is silenced.
* i965: asst. fixes, work-arounds for FBOs and render to textureBrian Paul2009-01-143-2/+21
| | | | | | | | | | | | | | OpenGL allows mixing and matching depth and stencil renderbuffers in framebuffer objects while the hardware really only supports interleaved depth/stencil buffers. This makes for some tricky buffer management. An extra wrinkle is the situation where the user allocates a 16bpp depth texture or renderbuffer then tries to render to it along with a stencil buffer. We'd have to promote the 16bpp Z values to 24-bit Z values and mix in the stencil values to setup the depth/stencil renderbuffer. There's no support for that now, so always allocate 32bpp depth textures/ renderbuffers for now.
* i965: fix incorrect renderbuffer DataType assignmentBrian Paul2009-01-141-2/+6
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* i965: fix some FBO depth/stencil assertionsBrian Paul2009-01-141-2/+5
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* intel: SW fallback maps texture images, not texture coordinatesIan Romanick2009-01-141-2/+2
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* glsl: propagate pragma info down into compiler from preprocessorBrian Paul2009-01-148-24/+90
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* glsl: simplify IR storage for samplersBrian Paul2009-01-144-13/+34
| | | | Don't overload the Size field with the texture target, to avoid confusion.
* mesa: fix incorrect transformation of GL_SPOT_DIRECTIONBrian Paul2009-01-142-1/+14
| | | | This was changed between GL 1.0 and 1.1. Mesa still had the 1.0 behaviour.
* Treat image units and coordinate units differently.Ian Romanick2009-01-141-3/+28
| | | | | | | | | | | | Previously MaxTextureUnits was used to validate both texture image units and texture coordinate units in fragment programs. Instead, use MaxTextureCoordUnits for texture coordinate units and MaxTextureImageUnits for texture image units. Fixes bugzilla #19468. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>