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2009-03-03pipebuffer: Fix copy'n'paste typo.José Fonseca
2009-03-03vbo: missing line from previous commitKeith Whitwell
2009-03-03mesa/st: implement MapBufferRange callbackKeith Whitwell
Using PIPE_BUFFER_USAGE_DONTBLOCK.
2009-03-03vbo: use MapBufferRange where availableKeith Whitwell
Previously would have to allocate a new VBO after firing a draw command as subsequent call to Map() on old VBO might block if the driver had submitted the commands to hardware.
2009-03-03mesa: add MapBufferRange driver callbacksKeith Whitwell
Will be needed in coming GL extensions (GL_map_buffer_range, GL 3.0). Will be used by the vbo module to avoid reallocating vbo's at each draw primitive call.
2009-03-03mesa: Add BeginVertices driver callKeith Whitwell
Provides notification to the VBO modules prior to the first immediate call. Pairs with FlushVertices()
2009-03-02pipebuffer: Cleanup code & comments.José Fonseca
2009-03-02pipebuffer: Handle PIPE_BUFFER_USAGE_DONTBLOCK flag.José Fonseca
Conflicts: src/gallium/auxiliary/pipebuffer/pb_buffer_fenced.c
2009-03-02gallium: New PIPE_BUFFER_USAGE_DONTBLOCK flag.José Fonseca
To prevent blocking when mapping a buffer.
2009-03-02pipebuffer: Wait for the GPU to finish reading too.José Fonseca
No real change, as we're not tracking relocations read/write access yet.
2009-03-02pipebuffer: Remove unused var.José Fonseca
2009-02-28tgsi: More descriptive sanity diagnostic messages.Michal Krol
2009-02-26scons: Don't build the DRI drivers in a seperate dir.José Fonseca
DRI drivers can be build side by side with other non-DRI drivers, therefore there is no need to build gallium twice.
2009-02-26scons: Use a cache for built files.José Fonseca
Like ccache, but works on all OSes.
2009-02-20python: More efficient blits from surfaces.José Fonseca
C code instead of interpreted python code.
2009-02-20util: Use a checkboard pattern instead of asserting for unknown formats.José Fonseca
Useful to replay traces which use DXTC textures...
2009-02-20python/interpreter: Don't do unnecessary updates.José Fonseca
2009-02-20python/retrace: Verbosity level.José Fonseca
2009-02-20python/retrace: Cope with python 2.4.xJosé Fonseca
2009-02-20python: Pass a zero offset to util_draw_vertex_buffer.José Fonseca
2009-02-19util: Support PIPE_FORMAT_Z32_FLOAT in pipe_tile_raw_to_rgbaJosé Fonseca
2009-02-18pipebuffer: Dump debugging info for fenced buffer list.José Fonseca
2009-02-18scons: Produce map files for debug builds too.José Fonseca
2009-02-18pipebuffer: Don't retry to alloc memory block on mm.José Fonseca
It will give the same result 2nd time too, as fencing is done at a higher level.
2009-02-17draw: Reuse xmm registers.Keith Whitwell
2009-01-09glsl: make minimum struct size = 2, not 1Brian Paul
1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders. (cherry picked from master, commit ca03e881a8d8fa3e36a601238559c20311373633)
2009-01-08glsl: fix typo in the vec2 += operator functionBrian Paul
2009-01-08glsl: fix broken +=, -=, *=, /= operatorsBrian Paul
These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
2009-01-07mesa: Add _mesa_snprintf.José Fonseca
On Windows snprintf is renamed as _snprintf.
2009-01-06add GL_READ_FRAMEBUFFER_BINDING_EXT case, regenerate get.c fileBrian Paul
(cherry picked from commit 816fbeaa813e5cdca314a39677c74c8dc700d35a) Conflicts: src/mesa/main/get.c
2009-01-06mesa: fix GL_DEPTH_CLEAR_VALUE castingBrian Paul
2009-01-06mesa: fix cast/conversion for optional codeBrian
(cherry picked from commit 1e3a44fab068f00378613456036716d0c3772969)
2009-01-06mesa: fix float->int mapping for glGetIntegerv(GL_DEPTH_CLEAR_VALUE)Brian Paul
(cherry picked from commit 8124faf89d638285d8e9aa93adc3ca7f4ee729f3) Conflicts: src/mesa/main/get.c
2009-01-06mesa: pass ctx to link_uniform_vars() to fix build errorBrian Paul
2009-01-06mesa: Move var declaration to top of scope.José Fonseca
2009-01-06wgl: Do not provide DllMain inside the state tracker.José Fonseca
MS CRT libraries already provide a default DllMain entrypoint, and MS Linker will complain if it finds the same symbol in two different libraries. Therefore the DllMain has to be in (each) winsys.
2009-01-06gdi: Fix warning.José Fonseca
2009-01-06wgl: Ensure public symbols get the proper DLL linkage attributes.José Fonseca
2009-01-06glut: Fix build.José Fonseca
2009-01-06mesa: Ensure gl* symbols are marked as dllexport on windows.José Fonseca
2009-01-06scons: Choose the appropriate MSVC CRT.José Fonseca
2009-01-06mesa: Use explicit casts when precision is lost.José Fonseca
Silences MSVC.
2009-01-06mesa: fix a GLSL swizzled writemask bugBrian Paul
This fixes cases such as: vec4 v4; vec2 v2; v4.xz.yx = v2; The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw; Helps to fix the Humus Domino demo. See bug 19189. (cherry picked from commit 9736d8f03364068c9ca786f88a4c2881d98d5768)
2009-01-06mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul
(cherry picked from commit 724ed5b84bc2491da244d091de889d5b35503b5d)
2009-01-06mesa: fix another "out of samplers" problemBrian Paul
Now only the samplers that are actually used by texture() functions are saved in the uniform variable list. Before, we could run out of samplers if too many were declared while only some of them were actually used. (cherry picked from commit 1fad6ccb756ae33ca3115f59c99ca8abbeb0321e) Conflicts: src/mesa/shader/slang/slang_link.c
2009-01-06mesa: updated comments about GLSL constantsBrian Paul
(cherry picked from commit dfada459aabf1a02dc2dbdb6644283fc95df2586)
2009-01-06mesa: fix bug in evaluation of structure fieldsBrian Paul
Fixes incorrect size information. See bug 19273. (cherry picked from commit e8d7db31e2a6784c765911233cb3d888f612837f)
2009-01-06mesa: allow variable indexing into the predefined uniform variable arraysBrian Paul
This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work. When a built-in uniform array is indexed with a variable index we need to "unroll" the whole array into the parameter list (aka constant buffer) because we don't know which elements may be accessed at compile-time. In the case of the gl_LightSource array of size [8], we emit 64 state references into the parameter array (8 elements times 8 vec4s per gl_LightSourceParameters struct). Previously, we only allowed constant-indexed references to uniform arrays (such as gl_LightSource[2].position) which resulted in a single state reference being added to the parameter array, not 64. We still optimize this case. Users should be aware that using "gl_LightSource[i].ambient" in their shaders is a bit expensive since state validation will involve updating all 64 light source entries in the parameter list. (cherry picked from commit c6537ac8b8130cf2271c8d1e51137a575073c762)
2009-01-06mesa: better error message when running out of GLSL samplersBrian Paul
(cherry picked from commit ca0540e25c86b8095511868b0cbe96d7e85f7437)
2009-01-06mesa: disable debug outputBrian Paul
(cherry picked from commit 3be8d6db9e8bfbd1b3ebf9ac382857ad1e6ef753)