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* [g3dvl] move z-coord generation for multiple render targets into vertex shaderChristian König2010-12-101-16/+18
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* [g3dvl] move idct stage 1 scaling into matrixChristian König2010-12-101-7/+8
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* [g3dvl] double buffering seems to be enoughChristian König2010-12-101-1/+1
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* [g3dvl] make render targets full configureableChristian König2010-12-101-9/+12
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* [g3dvl] move interlaced dct handling into vertex shaderChristian König2010-12-101-25/+21
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* [g3dvl] move frame predition handling vom fragment into vertex shaderChristian König2010-12-101-13/+14
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* [g3dvl] avoid some ELSE blocksChristian König2010-12-101-48/+36
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* [g3dvl] try a different buffer aproachChristian König2010-12-092-16/+81
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* [g3dvl] fix buffer handling in mc codeChristian König2010-12-091-0/+19
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* [g3dvl] fix idct matrix uploadChristian König2010-12-091-1/+1
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* [g3dvl] split mc code into state and bufferChristian König2010-12-084-166/+224
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* [g3dvl] move buffer mapping/unmapping out of flushChristian König2010-12-083-23/+44
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* [g3dvl] replace IF THEN ELSE with CMP statementChristian König2010-12-081-47/+36
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* [g3dvl] remove shadow buffering of vertex buffersChristian König2010-12-085-128/+86
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* [g3dvl] remove mb type handler structureChristian König2010-12-082-163/+38
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* [g3dvl] move macro block type handling into shaders part 3Christian König2010-12-081-15/+39
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* [g3dvl] moving macroblock type handling into shaders part 2Christian König2010-12-081-29/+30
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* [g3dvl] start moving macroblock type handling into shadersChristian König2010-12-081-25/+67
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* [g3dvl] allways use all motion vectorsChristian König2010-12-082-37/+28
| | | | | reprogramming the vertex buffers takes more time than pumping all motion vectors through the vertex shader
* [g3dvl] split empty block handlingChristian König2010-12-081-50/+34
| | | | | Empty block handling is split between vertex shader (x-axis) and fragment shader (y-axis).
* [g3dvl] split idct code into state and buffersChristian König2010-12-086-277/+343
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* [g3dvl] use buffer width instead of texture size or vs constantsChristian König2010-12-074-56/+28
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* [g3dvl] move vertex buffer handling into vl_vertex_buffer.cChristian König2010-12-074-96/+60
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* [g3dvl] rework pot buffer handling and flushingChristian König2010-12-073-87/+83
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* [g3dvl] move mapping/unmapping of buffers one layer upChristian König2010-12-053-34/+49
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* [g3dvl] move vertex handling into vl_vb objectChristian König2010-12-055-117/+94
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* [g3dvl] cleanup empty block handlingChristian König2010-12-052-70/+26
| | | | doing empty block handling in the mc code is indeed faster
* move empty block handling back into mc for testingChristian König2010-12-035-111/+190
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* add rasterizer stateChristian König2010-12-034-5/+34
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* use CMP also for referenz frame fetchChristian König2010-12-031-43/+71
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* cleanup and use CMP instead of IF ELSE ENDIFChristian König2010-12-031-20/+10
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* move to four component calculation for idct codeChristian König2010-12-031-70/+52
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* copy only mv really needed to vbChristian König2010-12-031-11/+14
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* use vertex buffer also for mc codeChristian König2010-12-032-162/+162
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* give each vertex element its own bufferChristian König2010-12-032-78/+85
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* use vl_vb_upload_quads also for mcChristian König2010-12-031-37/+1
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* move vertex elemt states into mb type handlersChristian König2010-12-032-133/+72
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* move macroblock type handling into its own structureChristian König2010-12-032-290/+151
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* use a shadow buffer for vertex data to optimize memory accessChristian König2010-12-036-129/+249
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* make nr of render targets configureable for testingChristian König2010-12-031-8/+23
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* [g3dvl] join empty blocks to get larger slicesChristian König2010-11-282-52/+91
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* [g3dvl] use 8 zslices for idctChristian König2010-11-272-65/+60
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* [g3dvl] some more bugfixingChristian König2010-11-271-4/+2
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* [g3dvl] idividual vs for each stage and a bunch of bugsfixesChristian König2010-11-272-68/+104
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* [g3dvl] give idct stage 1 & 2 its own sb_state and viewportChristian König2010-11-272-24/+28
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* [g3dvl] use four component fetch also for idct sourceChristian König2010-11-262-15/+16
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* r600g: disable hardware blit for stream textureChristian König2010-11-261-1/+2
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* [g3dvl] split matrix mul into seperate functionsChristian König2010-11-261-64/+114
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* [g3dvl] use inline constants instead of vs_const for idctChristian König2010-11-263-55/+18
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* [g3dvl] no need to keep the idct matrix multiple timesChristian König2010-11-253-54/+67
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