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2007-09-28Revert "Redoing the way we handle vertex shaders for the draw module."Zack Rusin
This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e.
2007-09-28Revert "Use sse only if GALLIUM_SSE is defined"Zack Rusin
This reverts commit 57b5d3605745c96ddc2b6de7d50c93db65ba1257.
2007-09-28Use sse only if GALLIUM_SSE is definedZack Rusin
2007-09-28Redoing the way we handle vertex shaders for the draw module.Zack Rusin
2007-09-27set miptree pitch to region pitch after allocating the region in ↵Brian
st_miptree_create() This fixes rendering with small (4x4) textures with softpipe. Haven't yet tested with i915.
2007-09-27commentsBrian
2007-09-27remove dead codekeithw
2007-09-27reduced debugkeithw
2007-09-27Fix some compiler warnings with -pedanticKeith Whitwell
2007-09-27Enable codegen based whenever __i386__ is defined.Keith Whitwell
2007-09-27fix mergekeithw
2007-09-27disable debugKeith Whitwell
2007-09-27restore primitive trimming in sp_draw_arrays.ckeithw
2007-09-27Make flushing more lazy in the draw module.Keith Whitwell
2007-09-27Use Gallium in the renderer stringkeithw
2007-09-26Do image flipping in do_copy_texsubimage() and GL pixel transfer ops (except ↵Brian
convolution).
2007-09-26fallback_copy_texsubimage() basically works now (at least w/ Xlib driver).Brian
Have to map regions before calling get_tile()/put_tile(). Need to invert srcY of glCopyTexSubImage() depending on renderbuffers up/down orientation. Still need to invert image in fallback_copy_texsubimage() when needed.
2007-09-26added a8r8g8b8_put_tile()Brian
2007-09-26don't use scissored bounds in _mesa_clip_copytexsubimage()Brian
2007-09-26More work on glCopyTexSubImage.Brian
Start sketching out a fallback path based on surface->get_tile(), put_tile() which will do format convertion and GL's pixel transfer ops.
2007-09-26checkpoint: glCopyTexImage workBrian
2007-09-26s/_mesa_copy_rect/copy_rect/Brian
2007-09-26Added new _mesa_clip_copytexsubimage() function to do avoid clipping down in ↵Brian
the drivers. This should probably be pulled into main-line Mesa...
2007-09-26check for _NEW_PROGRAM mesa state (fixes arbfplight)Brian
2007-09-26better debuggingBrian
2007-09-25comments, null ptr checks, etc.Brian
2007-09-25don't apply pixelzoom to bitmapsBrian
2007-09-25st_draw_vertices() no longer needs attribs[] array parameterBrian
2007-09-25Simple implementation of glBitmap rendering.Brian
Create a texture matching the bitmap image and use a fragment program to modulate current raster color by the boolean-valued texture. Need to eventually use fragment culling (see comments in code).
2007-09-25re-org/prep for glBitmapBrian
2007-09-25clean-up #includesBrian
2007-09-25better debug outputBrian
2007-09-25include programopt.hBrian
2007-09-25Disable vertex shader fog, compute fog in fragment shader.Brian
2007-09-25some clean-up of ST_NEW_ shader flagsBrian
2007-09-25disable TGSI_DEBUGBrian
2007-09-25replaced by st_atom_shader.cBrian
2007-09-25Translate mesa vertex/fragment programs to TGSI programs at same time to do ↵Brian
proper linking. Previously, programs were translated independently during validation. The problem is the translation to TGSI format, which packs shader input/outputs into continuous slots, depends on which vertex program is being paired with which fragment shader. Now, we look at the outputs of the vertex program in conjunction with the inputs of the fragment shader to be sure the attributes match up correctly. The new 'linked_program_pair' class keeps track of the associations between vertex and fragment shaders. It's also the place where the TGSI tokens are kept since they're no longer per-program state but per-linkage. Still a few loose ends, like implementing some kind of hash/lookup table for linked_program_pairs.
2007-09-25translate Mesa programs to TGSI programs (formerly in st_atom_[fv]s.c)Brian
2007-09-25vertex/fragment shader state and linkingBrian
2007-09-25test for presence of both front and back color vertex slotsBrian
2007-09-25remove unused lookup arrayBrian
2007-09-25First attempt at building vertex buffers post-clip.Keith Whitwell
Build a buffer of contigous vertices and indices at the backend of our software transformation/clipping path. This will become the mechanism for emitting buffers of vertices to rasterization hardware. This is similar to but not the same as the post-transform vertex cache. In particular, these vertices are subject to clipping, culling, poly offset, etc. The vertices emitted will all be used by hardware. TODOs include the actual transformation to hardware vertex formats, moving this out of softpipe to somewhere more useful and allowing >1 primitive to share the generated VB.
2007-09-25turn off shader debugkeithw
2007-09-25test against -1 for front/back attribkeithw
2007-09-24Enable SSE2 for FS.michal
2007-09-24In here we actually do want to assign it. Fix compilation.Zack Rusin
2007-09-21invert draw_vertex_cache_check_space()Brian
2007-09-21added PSIZEBrian
2007-09-21fix some post-transform vertex layout issues (bcolors, psize emitted lastBrian