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2007-10-12Use KIL in glBitmap shader to cull the fragments for 0 bits.Brian
2007-10-12added assertion to be sure we don't exceed bitfield sizeBrian
2007-10-12added code to print extended swizzlesBrian
2007-10-12change exec_kilp() to only touch lowest four bits in kilmaskBrian
2007-10-12initial use of KIL for glBitmap renderingBrian
2007-10-11Init draw->prim = ~0Brian
We weren't rendering correctly if the first thing drawn was a point (PRIM_MODE_POINT=0).
2007-10-11rename some vars, updated commentsBrian
2007-10-11remove unused tgsi_attrib_to_mesa_attrib()Brian
2007-10-11update st_feedback_draw_vbo()Brian
2007-10-11streamline st_draw_vbo() a bit more, free user-space buffers at endBrian
2007-10-11clean-up, streamline st_draw_vbo()Brian
2007-10-11implement intel_user_buffer_create()Brian
2007-10-11Initial support for user-space buffer objects.Brian
Basically, add userBuffer/Data/Size fields to _DriBufferObject, check those fields in driBOMap/Unmap(). New driGenUserBuffer() function.
2007-10-10Use winsys->user_buffer_create() to wrap user-space vertex arrays and ↵Brian
element buffers. Now client-side vertex arrays and glDrawElements work. More testing/debug/clean-up to come...
2007-10-10implement the user_buffer_create() functionBrian
2007-10-10Added user_buffer_create() methodBrian
This is used to wrap user-space data in a pipe buffer object to allow more uniform treatment of various things. For example, wrapping client-side vertex arrays so they look like VBOs.
2007-10-10added SSCALED cases in fetch_attrib4()Brian
2007-10-10update comments (s/softpipe/gallium/ etc)Brian
2007-10-10minor optimization for color/z resultsBrian
2007-10-10disable some assertions which pop up during window resize, but can be ↵Brian
ignored for now
2007-10-10fix get_result_vector() since fp output slots are not fixed anymoreBrian
2007-10-10fix softpipe_clear() to handle ps->offset!=0 (such as when rendering to ↵Brian
texture and level!=0)
2007-10-10free/unreference pipe_surface in get_texel()Brian
2007-10-10use correct mipmap level in st_render_texture()Brian
2007-10-10use pipe_region_reference() in softpipe_get_tex_surface() to fix refcount errorBrian
2007-10-10fix width/height padding that caused failed assertion upon window resizeBrian
2007-10-10Size of input_to_index array should be VERT_ATTRIB_MAX.Brian
This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
2007-10-10Merge tgsi_mesa_compile_fp_program() and tgsi_mesa_compile_vp_program() into ↵Brian
tgsi_translate_mesa_program().
2007-10-10remove unused varBrian
2007-10-09start on a unified vertex/fragment program translation functionBrian
2007-10-09Generate DCLs for temporaries.Brian
2007-10-09Finish up decls for packed fragment program outputs.Brian
2007-10-09Pack fragment program outputs to be consistant with vertex programs.Brian
Previously, output[0] was always Z and output[1] was color. Now output[0] will be color if Z is not written. In shade_quad() use the semantic info to determine which quantity is in which output slot.
2007-10-09update some commentsBrian
2007-10-09More work on flow control for CAL/RET.Brian
2007-10-09New ATTRIB interpolation type for vertex program inputs/declarations.Brian
2007-10-09Don't emit semantic info for vertex program inputs.Brian
2007-10-09Use linked fragment shader inputs (if present) to determine which outputs ↵Brian
are needed.
2007-10-03use different temps in exec_tex() for biasBrian
2007-10-03updated commentsBrian
2007-10-03Add outputs_written bitfield to pipe_shader_state, use it to determine if ↵Brian
fragment shader writes Z.
2007-10-03Move XSTDCALL definition to p_compiler.hBrian
2007-10-03handle frag progs that write ZBrian
2007-10-03basic support for reading GL_DEPTH_COMPONENTBrian
2007-10-03added s8z24_get_tile()Brian
2007-10-03fix eq/neq bugsBrian
2007-10-03fix f/u mix-up in micro_trunc()Brian
2007-10-03move TEX code into exec_tex()Brian
2007-10-03Some minor cleanups.Michel Dänzer
2007-10-03Double amount of memory allocated for generated shader code.Michel Dänzer
The code generated for the glxgears vertex shader didn't fit, causing a crash.