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* r300: Use C style comments in r300_emit.c.Oliver McFadden2007-05-251-4/+13
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* r300: Removed a (disabled and unneeded) assertion.Oliver McFadden2007-05-251-6/+1
| | | | | The r300EmitVec functions don't touch the buf member so the assertion isn't needed here.
* r300: Improved the r300EmitVec debugging information.Oliver McFadden2007-05-251-10/+6
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* r300: Use #if 0 for disabled code.Oliver McFadden2007-05-251-5/+10
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* r300: Added a TODO note and some tiny cleanups to r300_emit.c.Oliver McFadden2007-05-251-2/+3
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* remove #include "GL/glxtokens.h"Brian2007-05-251-1/+0
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* r300: Use GL_TRUE rather than 1 for the GLboolean type.Oliver McFadden2007-05-251-1/+2
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* r300: Removed unused vpucount macro from r300_state.c.Oliver McFadden2007-05-251-2/+0
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* fix logic for calling _swrast_update_deferred_texture()Brian2007-05-241-7/+5
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* doxygen-ize some commentsBrian2007-05-231-6/+18
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* restore GL_TEXTURE_LOD_BIAS in _mesa_PopAttrib(), bug 11049Brian2007-05-231-0/+1
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* incr/decr 1D/2DArray texture refcounts like other targetsBrian2007-05-231-1/+5
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* r300: Call the r300Fogfv function directly within r300_state.c.Oliver McFadden2007-05-231-101/+99
| | | | This required moving the r300Enable function but there are no actual changes.
* Fix problem w/ two-sided lighting and fragment programs (depth-peel regression)Brian2007-05-233-23/+62
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* r300: Use switch statements in r300ResetHwState, etc.Oliver McFadden2007-05-231-33/+38
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* r300: Minor indenting corrections in the texture format table.Oliver McFadden2007-05-231-2/+2
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* r300: Use a single texture format table; reduces duplication.Oliver McFadden2007-05-231-64/+19
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* r300: Corrected the RGB888 texture format entry.Oliver McFadden2007-05-231-1/+1
| | | | | I think this is correct, assuming no endian issues. See commmit 59a08923f51d4ed83effbfcd91473c9ee86465f1.
* r300: Removed the R300_RS_INTERP_[0-9]_UNKNOWN (magic) defines.Oliver McFadden2007-05-232-19/+1
| | | | | Supposedly you need to set these values for the interpolaters to work, but they seem to work fine without these values.
* Fix point attentuation problem (bug 11042)Brian2007-05-232-10/+11
| | | | | ctx->Point._Attentuation was computed in wrong place and the VB->Eye coord Z array wasn't indexed correctly in run_point_stage().
* Replace initInitState() with _mesa_init_driver_state().Brian2007-05-2210-304/+12
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* added _mesa_init_driver_state() to replace duplicated code in intel driversBrian2007-05-222-2/+101
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* include swrast_setup/swrast_setup.h to silence warningBrian2007-05-221-0/+1
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* don't treat FRAG_BIT_WPOS as a generic attribute (fixes depth peel regression)Brian2007-05-221-0/+1
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* i915tex: Implement SetTexOffset hook.Michel Dänzer2007-05-228-28/+103
| | | | Only build tested for I830 generation.
* r300: Implement SetTexOffset hook.Michel Dänzer2007-05-225-12/+74
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* Add interfaces for overriding texture images with driver specific 'offsets'.Michel Dänzer2007-05-222-0/+9
| | | | | To be used by AIGLX for GLX_EXT_texture_from_pixmap without several additional data copies.
* Fix xserver build after recent XMesa changes.Michel Dänzer2007-05-222-17/+10
| | | | Only build tested.
* get rid of GenTexturesLock, used ctx->Shared->MutexBrian2007-05-211-15/+7
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* remove the unused texobj Mutex fieldBrian2007-05-212-6/+0
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* remove a VMS-ism that doesn't seem needed elsewhereBrian2007-05-211-4/+0
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* improve some comments, clean-up formattingBrian2007-05-213-11/+23
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* remove some whitespaceBrian2007-05-211-5/+0
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* return True for GLX_Y_INVERTED_EXT queryBrian2007-05-211-1/+1
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* fog: fix potential issues with generated vp using fogRoland Scheidegger2007-05-222-16/+29
| | | | | Change the generated vertex programs (tnl/brw) to follow the same logic as the tnl fog wrt using absolute value, and sync them up a bit (untested).
* fog: fix issues with negative fog coords (may fix #10529)Roland Scheidegger2007-05-221-7/+22
| | | | | | | Rework tnl fog a bit. Make sure we always use ABS(eyez) when fog coord source is depth, OTOH it does not seem to be necessary to use it (as was done before in some cases) if fog coord source is fogcoord (just to save some work). This fixes tests/fog (the first 2 cases) with i915/i915tex.
* make sure optimized fog params get updatedRoland Scheidegger2007-05-221-0/+2
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* i915/i915tex: minor cleanup (remove unneeded function callRoland Scheidegger2007-05-222-16/+0
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* unbreak 3d textures (typo when setting tex layout)Roland Scheidegger2007-05-221-1/+1
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* if light position is local, treat it as a homogeneous coord and divide by W ↵Brian2007-05-211-2/+9
| | | | (see bug 11009)
* Overhaul/simplify SWvertex and SWspan attribute handling.Brian2007-05-2034-2131/+1273
| | | | | Instead of separate fog/specular/texcoord/varying code, just treat all of them as generic attributes. Simplifies the point/line/triangle functions.
* add missing right-parenBrian2007-05-201-1/+1
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* r300: Added TODO comment regarding immediate mode implementation.Oliver McFadden2007-05-201-0/+3
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* r300: Just use "inline" rather than "__inline__".Oliver McFadden2007-05-205-13/+13
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* need to copy new 1D/2D array texture objects in _mesa_PushAttrib()Brian2007-05-191-0/+4
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* Implement GLX_EXT_texture_from_pixmap.Brian2007-05-195-25/+454
| | | | Could be done more efficiently... but works.
* fix miptree layout (i915) for small compressed mipmapsRoland Scheidegger2007-05-192-4/+2
| | | | | | This seems to work now. Also fix i945 set_level_info, need to match i915 behaviour for storing mip height, as it's assumed to be the mip width (in texels) elsewhere and the division by 4 is done later (untested).
* fix copy & paste bug of previous commit, breaking dxt5 formatsRoland Scheidegger2007-05-191-0/+1
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* fix miptree comparison with compressed texturesRoland Scheidegger2007-05-191-7/+10
| | | | | | TexelBytes is always 0 with compressed textures, thus would never match mt->cpp. This caused constant blitting around of textures, and it fixes at least the horrible performance of Q3 if compressed textures are enabled.
* fix small s3tc mipmaps (#10968)Roland Scheidegger2007-05-192-23/+20
| | | | | | make sure that always whole blocks are uploaded. (May still not work correctly if the top mip map is not at least a full block, that is 4 pixels wide - not sure, but probably doesn't happen in real world)