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* i965: added OPCODE_NRM3/4Brian Paul2009-01-011-0/+3
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* i965: fix commentBrian Paul2009-01-011-1/+1
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* i965: indentation and formatting fixesBrian Paul2009-01-011-45/+36
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* i965: implement OPCODE_NRM3/NRM4Brian Paul2009-01-011-3/+33
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* i965: whitespace, comment changesBrian Paul2009-01-011-26/+11
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* mesa: comments, whitespace changesBrian Paul2009-01-011-13/+31
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* mesa: updated comments about GLSL constantsBrian Paul2009-01-011-2/+3
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* mesa: increase max texture image units and GLSL samplers to 16Brian Paul2008-12-3114-137/+189
| | | | | | | | | | | | | | | | The max texture coord units is still 8. All the fixed-function paths are still limited to 8 too. But GLSL shaders can use more samplers now. Note that some texcoord-related data structures are declared to be 16 elements in size rather than 8. This just simplifies the code in a few places; the extra elements aren't accessible to the user. These changes haven't been extensively tested yet, but sanity checking has been done. It should be possible to increase the max image units/samplers to 32 without doing anything special. Beyond that we'll need longer bitfields in a few places.
* intel: Share passthrough transform setup between glBitmap and glDrawPixels.Eric Anholt2008-12-315-45/+52
| | | | | | | The DrawPixels path was missing glViewport care, so blender's toolbar icons would go to the wrong places. Bug #19118.
* intel: Add support for glBitmap as metaops using GL calls.Eric Anholt2008-12-314-0/+350
| | | | | | | | | | This lets us avoid software fallbacks when clients forget to turn some state off (engine demo) or just do crazy things to test conformance (OGLC). This should probably be brought into mesa generic code so other drivers can make use of it. Bug #19016.
* mesa: fix bug in evaluation of structure fieldsBrian Paul2008-12-301-3/+1
| | | | Fixes incorrect size information. See bug 19273.
* mesa: allow variable indexing into the predefined uniform variable arraysBrian Paul2008-12-305-91/+376
| | | | | | | | | | | | | | | | | | | This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work. When a built-in uniform array is indexed with a variable index we need to "unroll" the whole array into the parameter list (aka constant buffer) because we don't know which elements may be accessed at compile-time. In the case of the gl_LightSource array of size [8], we emit 64 state references into the parameter array (8 elements times 8 vec4s per gl_LightSourceParameters struct). Previously, we only allowed constant-indexed references to uniform arrays (such as gl_LightSource[2].position) which resulted in a single state reference being added to the parameter array, not 64. We still optimize this case. Users should be aware that using "gl_LightSource[i].ambient" in their shaders is a bit expensive since state validation will involve updating all 64 light source entries in the parameter list.
* mesa: better error message when running out of GLSL samplersBrian Paul2008-12-301-1/+4
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* mesa: comments for some state varsBrian Paul2008-12-301-4/+4
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* mesa: increase max constants/uniforms to 256 (vec4 vectors)Brian Paul2008-12-301-2/+2
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* intel: disable ATI_texture_env_combine3 for i830( and related device).Xiang, Haihao2008-12-302-1/+2
| | | | Thanks to Eric for pointing it out.
* dri: Fix driWaitForMSC32 when divisor >= 2 and msc < 0.Eric Anholt2008-12-291-9/+9
| | | | | | | | | | We'd come up with a negative remainder, while we were looking for the positive version of it in the loop conditional. And, since the "did we hit our target" break was disabled for the target_msc == 0 ("Just make the divisor/remainder work") path, we'd never exit. Simplify the code by just using int64_t all over instead of trying to do it in a u32 space.
* R300: missing semicolonAlex Deucher2008-12-291-1/+1
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* intel: enable ATI_texture_env_combine3. Fixes #17707Xiang, Haihao2008-12-291-0/+1
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* r300: remove the unknowns from the indx_buffer codeDave Airlie2008-12-282-5/+6
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* i915: separate the fog term from the specular color term.Xiang, Haihao2008-12-241-19/+3
| | | | | | | | Previously fog parameter and specular color are packed into the same dword. Note specular color should be packed in BGRA for device, so if fog parameter and specular color all are present, fog parameter will dirty the alpha term of specular color. This fixes rendering issue when playing 'Yo Frankie' on 915/945.
* intel: Fix glBitmap clipping for DRI1.Eric Anholt2008-12-231-2/+2
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* Remove third buffer support from Mesa.Dave Airlie2008-12-236-35/+3
| | | | This is part of the deprecated pageflipping infrastructure.
* Add do_row_3d for mipmapping 3D texturesIan Romanick2008-12-191-21/+444
| | | | | | | | | | | | Previously 3D textures were mipmapped using multiple passed through the 2D mipmap generation code. This had 3 disadvantages. First, the extra passes were slow. Second, this required the allocation of a temporary buffer to hold intermediate data. Third, and most important, the extra passes caused loss of additional bits due to integer division / bit-shifting. With this change, our mipmapgen conformance test passes for non-compressed texture formats.
* Fix typeo in mipmap filter for GL_UNSIGNED_SHORT_1_5_5_5_REVIan Romanick2008-12-191-1/+1
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* 965 / GLSL: Use full precision for EXP instructionIan Romanick2008-12-191-1/+1
| | | | | The partial precision mode doesn't have quite enough bits of precision to pass conformance tests.
* GLSL: The LOG2 macro doesn't have enough precisionIan Romanick2008-12-191-2/+9
| | | | | It looks like the LOG2 macro only has 8 or 9 bits of precission, but the ARB_vertex_program spec says "accurate to at least 10 bits".
* intel: Fix glBitmap top/bottom clipping.Eric Anholt2008-12-191-40/+35
| | | | Bug #19139.
* intel: Don't forget the source bitmap size when clipping the size we draw.Eric Anholt2008-12-191-1/+3
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* intel: Update mesa state in blit operations that want post-scissor draw bounds.Eric Anholt2008-12-192-0/+7
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* intel: don't clip to scissor-clipped read framebuffer bounds in copypixels.Eric Anholt2008-12-191-2/+2
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* intel: Move copyteximage source clipping out of copytexsubimage.Eric Anholt2008-12-181-48/+61
| | | | | | glCopyTexSubImage already gets the (correct) clipping for us, so it doesn't need the path. While moving the clipping out, replace the code with the mesa path to do the same job.
* mesa: Clip copytexsubimage to read framebuffer bounds, not scissor region.Eric Anholt2008-12-181-1/+1
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* mesa: Correct _mesa_clip_to_region() off-by-one.Eric Anholt2008-12-181-2/+2
| | | | | | | | | | Note how if: x + width == xmax + 0: width -= 0 x + width == xmax + 1: width -= 0 x + width == xmax + 2: width -= 1 So, the function was clipping to [xmin, xmax+1), not [xmin, xmax) like it was supposed to. Same for ymax.
* glsl: Fix handling of nested parens in macro actual arguments.Michal Krol2008-12-181-2/+15
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* i915: check WRAP_T instead of WRAP_R for cube map texture.Xiang, Haihao2008-12-181-1/+1
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* i915: fix abort issue. (bug #19147)Xiang, Haihao2008-12-182-4/+24
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* mesa: remove unneeded _mesa_reference_fragprog() callBrian Paul2008-12-171-4/+2
| | | | The subsequent if/else cases always call _mesa_reference_fragprog() anyway.
* mesa: updated commentsBrian Paul2008-12-171-10/+12
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* mesa: disable debug outputBrian Paul2008-12-161-2/+2
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* mesa: fix some GLSL array regressionsBrian Paul2008-12-164-66/+85
| | | | | array.length() wasn't working. Swizzle mask for accessing elements of float arrays was incorrect.
* mesa: rename slang_library_noise.[ch] to prog_noise.[ch] and rename functionsBrian Paul2008-12-155-521/+651
| | | | | The noise functions were not glsl-specific. Also, ran indent on the code to clean it up.
* Merge branch 'glsl-1.20-v2'Brian Paul2008-12-1526-3470/+3835
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| * mesa: bump glsl grammar revisionBrian Paul2008-12-1511-13/+13
| | | | | | | | And update some copyrights.
| * mesa: more re-org of variable declarations in glsl compilerBrian Paul2008-12-151-52/+56
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| * mesa: more comments, clean upBrian Paul2008-12-151-10/+12
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| * mesa: added comments, remove unused codeBrian Paul2008-12-151-32/+9
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| * mesa: checkpoint: handle uniform vars in _slang_gen_var_decl()Brian Paul2008-12-151-18/+59
| | | | | | | | | | This allows uniform declarations with scalar/array initializers. The code is rough though, and will be cleaned up.
| * mesa: use IFLOOR(x) instead of (int) FLOORF(x)Brian Paul2008-12-121-1/+1
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| * mesa: place glsl constant arrays in constant memoryBrian Paul2008-12-121-7/+93
| | | | | | | | | | | | | | | | For example, a declaration like const float[3] xxx = float[3](1.1, 2.2, 3.3); will place the array in the constant buffer whereas a regular, non-const array would be placed in the temporary register file. Next up: do the same thing for uniform arrays.