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2010-08-27mesa: free the fallback texture object in free_shared_state()Brian Paul
2010-08-27mesa: fix double-underscore namingBrian Paul
2010-08-27llvmpipe: use util_iround in place of roundKeith Whitwell
Fix mingw build.
2010-08-27util: fix typo in MAX4Keith Whitwell
Thanks to Michal for spotting it.
2010-08-27llvmpipe: eliminate tri->dx, tri->dy valuesKeith Whitwell
Use an internal struct for line setup information.
2010-08-27llvmpipe: point sprites rasterizationHui Qi Tay
Point sprites now done in the rasterizer setup code instead of going through the draw module.
2010-08-27llvmpipe: native point rasterization with better pixel rasterizationHui Qi Tay
A few subpixel_snap and fixed width changes. Conflicts: src/gallium/drivers/llvmpipe/lp_setup_point.c
2010-08-27llvmpipe: native point rasterizationHui Qi Tay
Conflicts: src/gallium/drivers/llvmpipe/lp_setup_context.h src/gallium/drivers/llvmpipe/lp_setup_line.c src/gallium/drivers/llvmpipe/lp_setup_tri.c
2010-08-27llvmpipe: update line rasterization code to current masterKeith Whitwell
2010-08-27util: add MIN4, MAX4Keith Whitwell
2010-08-27llvmpipe: native line rasterization with correct pixel rasterizationHui Qi Tay
Line rasterization that follows diamond exit rule. Can still optimize logic for start/endpoints.
2010-08-27llvmpipe: native rasterization for linesHui Qi Tay
Rasterize lines directly by treating them as 4-sided polygons. Still need to check the exact pixel rasteration.
2010-08-27llvmpipe: add lp_setup_coef to makefileKeith Whitwell
2010-08-27llvmpipe: intrinsics version of triangle coeficient calculationKeith Whitwell
Looks nice, but makes almost no impact on performance - maybe a percent or so in isosurf, nothing elsewhere. May be of use later on.
2010-08-27gallium: Remove unnecessary header from p_shader_tokens.h.Vinson Lee
Remove p_compiler.h.
2010-08-27tgsi: Include missing header in tgsi_parse.h.Vinson Lee
Include p_compiler.h for boolean and INLINE symbols.
2010-08-27tgsi: Include missing header in tgsi_info.h.Vinson Lee
Include p_compiler.h for uint symbol.
2010-08-27tgsi: Include missing header in tgsi_dump.h.Vinson Lee
Include p_compiler.h for uint symbol.
2010-08-27gallium: Remove unnecessary header from p_format.h.Vinson Lee
Remove p_compiler.h.
2010-08-27graw: Include missing header in graw.h.Vinson Lee
Include p_compiler.h for PUBLIC symbol.
2010-08-27r300g: Include missing header in r300_texture.h.Vinson Lee
Include p_compiler.h for uint32_t and boolean symbols.
2010-08-26Fix typo in function name "shading_laguage_version".Kenneth Graunke
2010-08-27Revert "r600g: simplify states"Dave Airlie
This reverts commit bd25e23bf3740f59ce8859848c715daeb9e9821f. Apart from introducing a lot of hex magic numbers and being highly impenetable code, it causes lots of lockups on an average piglit run that always runs without lockups. Always run piglit before/after doing big things like this.
2010-08-27r600g: add initial if/else/endif supportDave Airlie
this adds handling for some more CF instructions and conditions also adds parameter for stack size emission These seem to pass on VS with the stack size hack but not on FS, TODO: fix FS + stack size calcs
2010-08-27r600g: optimise op2 and swapped op2 emission.Dave Airlie
this makes op2 emission smaller, since it skips instructions that don't write to the dst. not sure if this could have unwanted side effects but try it and see.
2010-08-27r600g: add exp support in theory.Dave Airlie
though it isn't passing the test, and this instruction is pure bonghits.
2010-08-27r600g: add DPH support.Dave Airlie
2010-08-26i965: Add preliminary support for uniforms to the new FS backend.Eric Anholt
+269 piglits
2010-08-26i965: Abort on gl_FragDepth in the new FS backend for now.Eric Anholt
It hangs the GPU due to FB_WRITE handling being incomplete. There are bigger issues to handle first.
2010-08-26i965: Fix up and actually enable the NewShader and NewShaderProgram hooks.Eric Anholt
2010-08-26i965: Hack in avoidance of c++ reserved keyword in libdrm.Eric Anholt
I'm also fixing this upstream in libdrm, but this avoids new libdrm dependency for the moment.
2010-08-26i965: Add GLSL IR-level source annotation and comments to new FS debug.Eric Anholt
This should make debugging way easier, as now we have context for reading large programs.
2010-08-26i965: Use the implied move in brw_math() in the new FS.Eric Anholt
2010-08-26i965: Add support for in varyings to the new FS codegen.Eric Anholt
At least some tests, like glsl-vs-sign, now work.
2010-08-26i965: Start building the codegen visitor.Eric Anholt
This can successfully emit a real program that generates magenta now.
2010-08-26i965: Start building direct GLSL2 IR to 965 assembly codegen.Eric Anholt
Our channel-expressions and vector-splitting changes now happen into a private copy of the IR that we maintain for ourselves. Uniform assignment still happens by the core, so we continue using Mesa IR generation not just for swrast fallbacks but also for uniform values (since there's no storage for their contents other than shader_program->FragmentProgram->Parameters->ParameterValues). And most importantly, at the moment no actual codegen is hooked up other than emitting our favorite color to the framebuffer.
2010-08-26i965: Add new pass to split vectors into scalar variablesEric Anholt
Combined with the previous pass, this lets other optimization passes do their work thanks to ir_tree_grafting. Still have regression in instruction count with INTEL_NEW_FS, but register count is even better.
2010-08-26i965: Add a pass for the FS to reduce vector expressions down to scalar.Eric Anholt
This is a step towards implementing a GLSL IR backend for the 965 fragment shader. Because it has downsides with the current codegen, it is hidden under the environment variable INTEL_NEW_FS. This results in an increase in instruction count at the moment (1444 -> 1752 for glsl-fs-raytrace, 345 -> 359 on my demo), because dot products are turned into a series of multiplies and adds instead of a custom expansion of MULs and MACs, and by not splitting the variable types up we don't get tree grafting and thus there are extra moves of temporary storage. However, register count drops for the non-GLSL path (64 -> 56 on my demo shader) because the register allocator sees all the sub-operations.
2010-08-26i965: Start building 965 FS backend.Eric Anholt
2010-08-26llvmpipe: fix PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS queryBrian Paul
Fixes crashes in glean glsl1 and demos/src/glsl/vert-tex. See comments for details.
2010-08-26graw: Add copyright headers to the interfaces.José Fonseca
2010-08-26ir_to_mesa: Don't assume that an ir_dereference_array is of a variable.Eric Anholt
Fixes: glsl-array-bounds-02 (software) glsl-array-bounds-04 glsl-array-bounds-06 (software) glsl-array-bounds-08
2010-08-26glsl: Add a quick hack to constant folding to reduce duplicated work.Eric Anholt
Reduces runtime of glsl-max-varyings 92% on my system.
2010-08-26st/mesa: Remove unnecessary header.Vinson Lee
2010-08-26scons: Fix inverted logic.José Fonseca
2010-08-26docs: update news.html with 7.8.2 release infoBrian Paul
2010-08-26docs: remove links to tungstengraphics.com, and misc updatesBrian Paul
2010-08-26docs: remove link to old memory.html pageBrian Paul
2010-08-26scons: Add glsl_symbol_table.cppJosé Fonseca
2010-08-26i965: Add support for destination RelAddr writes in the VS.Eric Anholt
Fixes: glsl-vs-varying-array