| Commit message (Collapse) | Author | Age | Files | Lines |
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not betting this compiles, some of the code handling stencil test seems
incomplete and/or never called?
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while there also potentially fix logic ops (were never enabled before)
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seems cleaner, and other dynamic state like viewport is handled that way too
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makes life of state trackers easier
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also add some disabled code to handle blendcolor?
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since the driver doesn't actually handle stencil yet the code won't do much.
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compiles. Might need to do something to make it possible to save/restore
stencil ref.
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Also fix and clarify depth/stencil/alpha documentation a bit.
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More consistent with other state data, might allow some compilers to pack
the struct better (doesn't matter for gcc).
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This will make driver's life a bit harder, however it makes sense that stencil
reference value is not part of the pipe_depth_stencil_alpha_state, because
it often (there are some algorithms which require this) changes more frequently
than the rest of the dsa state. This is also encouraged by some graphic APIs.
Treat it similar to pipe_blend_color.
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Conflicts:
src/gallium/drivers/nv10/nv10_state.c
src/gallium/drivers/nv20/nv20_state.c
src/gallium/drivers/nv50/nv50_program.c
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This determines if points should be rasterized according to GL point rules
or as normal quads (GL point sprites / d3d points / d3d point sprites).
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The point size min/max registers (unused by mesa state tracker) were removed
since most hardware couldn't do much with them. However, we don't want to have
to rely on hw to do point size clamping correctly to implementation
dependent limits, hence have to do that in the vertex shader. This should also
solve a potential problem with (non-AA) points smaller than 1.0 which according
to OGL still have size 1.0.
Note that OGL point rendering is odd, in particular point sprites are rasterized
differently to points. Some hardware might support those different modes, but in
any case the different clamping values used for smooth/multisampled/sprite
enabled points might help a bit for hw which rasterizes points the same as point
sprites.
Also tweak mesa's ff to vertex shader translation so don't have to clamp twice in
case of point attenuation.
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there was some confusion between point size state and point size output.
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Don't need sprite coord origin per coord.
Also, don't need separate sprite enable bit - if all coords have it diabled,
then there are no point sprites (technically, there's a distinction in pre-GL3,
but it only differs in having more leniency in clamping to max size, something
the state tracker would need to handle and the hardware won't bother anyway).
Also, use packed field for the per-coord enables.
All in all, should save 3 dwords in rasterizer state (from 10 down to 7).
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The state tracker is responsible for clamping to any graphics API enforced
size min/max limits for both the static point_size setting as well as per
vertex point size (in the vertex shader).
Note that mesa state tracker didn't actually use these values.
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Signed-off-by: José Fonseca <[email protected]>
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The .o.c rule is consider obsolete.
Signed-off-by: José Fonseca <[email protected]>
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Signed-off-by: José Fonseca <[email protected]>
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Leftover that was never used in this driver
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Argh, forgot to commit this fix before pushing.
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Cylinder wrap mode works with perspective interpolation now.
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This reverts commit 444cd62ca33a45bd39e8408979a0a01c246c6381.
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If the texture priority field is 0.125 set the PROG_PARAM_BIT_CYL_WRAP
flag. The gallium state tracker will look for this flag.
This feature is only for testing purposes and may be remove at some
point. But if it's useful we could write a GL/Mesa extension to
expose it properly.
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Allows one to declare fragment shader inputs with cylindrical wrap info.
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Little utility after development stabilisation, use tgsi_dump instead.
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This object can be shared with another context, so we cannot just
delete it when the owning context is being destroyed.
Ensuring that buffer objects are properly refcounted guarantees
NullBufferObj is destroyed when all references to it are removed.
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