Age | Commit message (Collapse) | Author |
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A typo from last commit.
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Depending on whether vgDrawPath(mode), vgDrawImage, or vgDrawGlyph[s] is
called, different paint-to-user and user-to-surface matrices should be
used to derive the sample points for the paint.
This fixes "paint" demo.
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Per OpenVG 1.1. A new shader stage is added. It uses the first two
constants of the fragment shader for color transformation parameters.
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Divide bits of VegaShaderType into 6 groups: paint, image, mask, fill,
premultiply, and bw. Each group represents a stage. At most one shader
from each group will be selected when constructing the final fragment
shader.
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Optional features such as auth-hinting are not implemented. There is no
anti-aliasing, and no effort is done to keep the glyph origin integral.
So the text quality is poor.
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For alpha-only VG formats, R = G = B = 1.0.
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Move depth/stencil buffer, blend texture view, and alpha mask view
creation to vg_context.c.
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With this commit, the pipe states are entirely managed by the renderer.
The rest of the code interfaces with the renderer instead of
manipulating the states directly.
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Let vg_context focus on OpenVG states and renderer focus on gallium
states.
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This allows us to eventually make g3d states opaque.
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vg_manager_validate_framebuffer should mark the fb dirty and have
vg_validate_state call cso_set_framebuffer. Rename VIEWPORT_DIRTY to
FRAMEBUFFER_DIRTY.
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The states are designated for polygon filling. Polygon filling is a
two-pass process utilizing the stencil buffer. polygon_fill and
polygon_array_fill functions are updated to make use of the state.
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vgMask renders to the alpha mask with special fragment shaders. The
operation can be supported by switching the renderer to FILTER state.
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The state is designated to perform image filtering. execute_filter is
updated to make use of the state.
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This state provides the ability to clear rectangles of the framebuffer
to the specified color, honoring scissoring. vegaClear is updated to
make use of the state.
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The state can be used to set rectangles of the depth buffer to 0.0f.
update_clip_state is changed to use the state for scissor update.
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This state provides glDrawTex-like function. It can be used for
vgSetPixels.
Rather than modifying every user of the renderer, this commit instead
modifies renderer_copy_surface to use DRAWTEX or COPY state internally
depending on whether the destination is the framebuffer.
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Renderer states are high-level states to perform specific tasks. The
renderer is initially in INIT state. In that state, the renderer is
used for OpenVG pipeline.
This commit adds a new COPY state to the renderer. The state is used
for copying between two pipe resources using textured drawing. It can
be used for vgCopyImage, for example.
Rather than modifying every user of the renderer, this commit instead
modifies renderer_copy_texture to use the COPY state internally.
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The errors were introduced by
efc82aef35a2aac5d2ed9774f6d28f2626796416.
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This branch defines a gallivm_state structure which contains the
LLVMBuilderRef, LLVMContextRef, etc. All data structures built with
this object can be periodically freed during a "garbage collection"
operation.
The gallivm_state object has to be passed to most of the builder
functions where LLVMBuilderRef used to be used.
Conflicts:
src/gallium/auxiliary/gallivm/lp_bld_tgsi_soa.c
src/gallium/drivers/llvmpipe/lp_state_setup.c
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I made the texwrap test be more thorough and realized that this driver code
had not been quite right. This commit fixes the border color for depth
textures, compressed textures, and 16-bits-per-channel textures
with up to 2 channels (R16, RG16).
NOTE: This is a candidate for the 7.9 branch.
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Previously, IR for a linked shader was allocated directly out of the
gl_shader object - meaning all of it lived as long as the shader.
Now, IR is allocated out of a temporary context, and any -live- IR is
reparented/stolen to (effectively) the gl_shader. Any remaining IR can
be freed.
NOTE: This is a candidate for the 7.9 branch.
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Now that we only import built-in signatures that are actually used,
printing them is reasonable.
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This makes a very simple 1.30 shader go from 196k of memory to 9k.
NOTE: This -may- be a candidate for the 7.9 branch, as the benefit is
substantial. However, it's not a simple change, so it may be wiser to
wait for 7.10.
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This allows us to reuse some code and will be useful later.
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Fixes glsl-mat-mul-1.
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We were trying to emit a single ir_expression to compare the whole
thing. The backends (ir_to_mesa.cpp and brw_fs.cpp so far) expected
ir_binop_any_nequal or ir_binop_all_equal to apply to at most a vector
(with matrices broken down by the lowering pass). Break them down to
a bunch of ORed or ANDed any_nequals/all_equals.
Fixes:
glsl-array-compare
glsl-array-compare-02
glsl-fs-struct-equal
glsl-fs-struct-notequal
Bug #31909
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This doesn't cover all expressions or all operand types, but it will
complain if you overreach and it allows for much greater slack on the
programmer's part.
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Need this to trigger the scene to update its shadow of the constant
state.
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See http://www.opengl.org/registry/specs/ARB/wgl_pbuffer.txt
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we store into the index specified by the register index, not an
indirect register.
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