Age | Commit message (Collapse) | Author |
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The cell "render_stage" (last in the "draw" pipeline) emits vertices into
a buffer which is pulled by the SPUs in response to a "RENDER" command.
This is pretty much temporary/scaffold code for now.
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Track vertex/fragment shader state.
Plug in pipe->draw_arrays(), pipe->draw_elements().
Plug render stage (a stub) into end of 'draw' pipeline.
Specify a hard-coded vertex format for now.
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Now we emit way too many flushes instead of none at all.
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If an app never called glViewport, the viewport size was always 0 by 0 pixels.
Now pass initial size to st_create_framebuffer() and initialize the viewport
and scissor bounds in st_make_current().
This could also be fixed by ensuring the gl_framebuffers passed to
_mesa_make_current() were initialized to the right size. But that involves
allocating the renderbuffers/pipe_surfaces earlier and that runs into some
other issues ATM.
Also remove obsolete createRenderbuffers param to st_create_framebuffer().
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storage works
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