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* fix incorrect register in get_eye_normal() for rescale_normals caseBrian2007-10-151-2/+1
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* GL_UNSIGNED_BYTE indexesBrian2007-10-151-0/+3
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* implement logicopBrian2007-10-152-2/+145
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* remove commented out #includeBrian2007-10-151-1/+0
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* check for width or height = 0 before calling driver Bitmap funcBrian2007-10-151-1/+1
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* Fix useabs logic in build_fog().Brian2007-10-151-2/+5
| | | | | We always need to compute the absolute value of the fogcoord if we're passing it through for per-fragment fog.
* remove feedback hackBrian2007-10-151-7/+0
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* Undo prev changes.Brian2007-10-153-23/+43
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* setup vertex format for GL_FEEDBACK modeBrian2007-10-151-0/+14
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* GL_SELECT mode works nowBrian2007-10-152-0/+22
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* formattingBrian2007-10-151-6/+6
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* call pipe->set_vertex_buffer() after drawing/unreferencing.Brian2007-10-151-0/+2
| | | | | This fixes potential a stale reference to vertex buffers. Fixes cubemap demo on i915.
* fix logic for printing extended swizzlesBrian2007-10-151-13/+15
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* add 'normalized_coords' field to pipe_sampler_stateBrian2007-10-156-12/+24
| | | | | | 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-upsBrian2007-10-153-0/+57
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* Change 'drawing' field to boolean.Brian2007-10-152-3/+3
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* remove unused includesBrian2007-10-151-2/+0
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* simplify KIL usage for bitmap fragprogBrian2007-10-151-4/+2
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* check for extended swizzles, added TGSI_OPCODE_KILPBrian2007-10-151-5/+28
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* added print_texkil_op()Brian2007-10-151-1/+16
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* implement accum opsBrian2007-10-141-8/+162
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* implement put_tile()Brian2007-10-141-1/+12
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* accum buffer supportBrian2007-10-142-5/+12
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* 16-bit rgba surface/format for accumBrian2007-10-143-9/+57
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* 16-bit RGBA surface format for accum buffersBrian2007-10-142-115/+168
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* Added accum function/files.Brian2007-10-144-0/+129
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* GL_STENCIL_INDEX supportBrian2007-10-131-1/+77
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* GL_STENCIL_INDEX supportBrian2007-10-131-2/+83
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* format info for Z16/Z32Brian2007-10-131-1/+15
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* inequality tests were backwardBrian2007-10-131-6/+6
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* glDrawPixels support for GL_DEPTH_COMPONENTBrian2007-10-131-10/+115
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* Check texture format in get_texel() to handle depth textures.Brian2007-10-131-4/+17
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* get_tile() of Z surfaces returns floats nowBrian2007-10-131-13/+1
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* added z16/z32_git_tile(), change s8z24_get_tile() to return Z as float, ↵Brian2007-10-131-3/+80
| | | | ignore stencil
* Use KIL in glBitmap shader to cull the fragments for 0 bits.Brian2007-10-121-41/+30
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* added assertion to be sure we don't exceed bitfield sizeBrian2007-10-121-0/+1
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* added code to print extended swizzlesBrian2007-10-121-0/+20
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* change exec_kilp() to only touch lowest four bits in kilmaskBrian2007-10-121-3/+3
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* initial use of KIL for glBitmap renderingBrian2007-10-121-7/+44
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* Init draw->prim = ~0Brian2007-10-111-0/+2
| | | | We weren't rendering correctly if the first thing drawn was a point (PRIM_MODE_POINT=0).
* rename some vars, updated commentsBrian2007-10-111-8/+8
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* remove unused tgsi_attrib_to_mesa_attrib()Brian2007-10-111-64/+0
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* update st_feedback_draw_vbo()Brian2007-10-111-80/+58
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* streamline st_draw_vbo() a bit more, free user-space buffers at endBrian2007-10-111-44/+32
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* clean-up, streamline st_draw_vbo()Brian2007-10-111-14/+12
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* implement intel_user_buffer_create()Brian2007-10-111-0/+16
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* Initial support for user-space buffer objects.Brian2007-10-112-9/+49
| | | | | | Basically, add userBuffer/Data/Size fields to _DriBufferObject, check those fields in driBOMap/Unmap(). New driGenUserBuffer() function.
* Use winsys->user_buffer_create() to wrap user-space vertex arrays and ↵Brian2007-10-101-22/+50
| | | | | | | element buffers. Now client-side vertex arrays and glDrawElements work. More testing/debug/clean-up to come...
* implement the user_buffer_create() functionBrian2007-10-101-5/+23
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* Added user_buffer_create() methodBrian2007-10-101-0/+6
| | | | | | This is used to wrap user-space data in a pipe buffer object to allow more uniform treatment of various things. For example, wrapping client-side vertex arrays so they look like VBOs.