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2008-03-25draw: Take flatshade_first rasterizer bit into account.Michal Krol
2008-03-25gallium: Introduce flatshade_first field to rasterizer_state.Michal Krol
This bit tells us which vertex of the primitive is used to propagate color for the remaining vertices if flatshade mode.
2008-03-25gallium: disable the selection/feedback draw module's options for wide ↵Brian Paul
lines, points, etc. Disable paths that would convert points/lines to tris as that upsets selection, feedback, rastpos.
2008-03-25gallium: added some debug code (disable)Brian Paul
2008-03-25mesa: fix some issues in _mesa_combine_programs()Brian Paul
Use a temporay register to connect outputs of first program to inputs of second program. Also, fix bug in replace_registers(): didn't search/replace DstReg.
2008-03-25draw: vertex fetch can be validated too early leading to an assertion... disableKeith Whitwell
2008-03-25draw: don't use fetch_and_store for bypass_vs mode, it's not quite rightKeith Whitwell
2008-03-25mesa: append fog instructions after parsing if a fog option is setBrian Paul
Drivers don't have to worry about it then.
2008-03-25mesa: when negating scalar src args, use NEGATE_XYZW, not NEGATE_XBrian Paul
This makes things easier on the back-end when generating GPU code.
2008-03-25Fix typoJosé Fonseca
2008-03-25draw: take primitive into account when deciding if the pipeline is activeKeith Whitwell
2008-03-25gallium: Use debug_get_option for GETENVJosé Fonseca
2008-03-25gallium: Fix default option on Windows.José Fonseca
2008-03-24gallium: don't enable stencil test if no stencil buffer.Brian Paul
Also, if not doing two-sided stencil, set back-face state = front-face state.
2008-03-24gallium: be smarter about picking the sampler unit for pstipple, aaalinesBrian
Also, if the app really uses all available sampler/texture units, don't just die. Just use the last sampler for the pstipple or aaline texture.
2008-03-24gallium: fix a few bugs, warnings in the p_debug codeBrian
added missing _ to a _debug_printf() call.
2008-03-24gallium: move sampler_unit field to pstip_fragment_shader since it's per-shaderBrian
Also, fix another texture refcounting bug.
2008-03-24gallium: save/restore samplers in draw_textured_quad()Brian
2008-03-24mesa: call glutDestroyWindow (help find mem leaks)Brian Paul
2008-03-24gallium: fix a few texture border/mipmap glitches found w/ conformBrian Paul
2008-03-24gallium: check SamplersUsed to determine if texture needed, as in ↵Brian Paul
st_atom_sampler.c Otherwise, we were sometimes setting texture state but not the corresponding sampler state.
2008-03-24gallium: make a copy of the vertex shader's token array.Brian
This solves problems when the state tracker frees the token array when the draw module still needs it.
2008-03-24gallium: use pipe_texture_reference() in a few places (fixes refcounting bugs)Brian
2008-03-24gallium: added tgsi_num_tokens() function to return number of tokens in ↵Brian
token array. Maybe move to a different file someday.
2008-03-24gallium: Simple cross platform get-opt system.José Fonseca
Uses getenv on Linux, and a memory mapped text file on Windows. It supports boolean options, flags, and plain strings.
2008-03-24gallium: cleanup p_debugJosé Fonseca
Now debug_printf is disabled on release builds. Use debug_error or _debug_printf to output messages on release versions.
2008-03-24gallium: move filter assignment out of loopBrian
2008-03-24gallium: fix REALLOC() to copy smaller of old/new sizesBrian
2008-03-24gallium: Protect operator precedence in macro.José Fonseca
2008-03-24gallium: free bitmap fragment shaders, misc clean-upBrian Paul
2008-03-24gallium: add missing cso_save_samplers() callBrian Paul
2008-03-24gallium: Remove util_gen_mipmap_filter().Michal Krol
2008-03-24gallium: pass the filter mode to util_gen_mipmap().Brian
Remove util_gen_mipmap_filter() when no longer used.
2008-03-24gallium: tweak coords in u_gen_mipmap codeMichal Krol
2008-03-24draw: pre-declare referenced structsKeith Whitwell
2008-03-24Revert "draw: Fix #include order to fix Linux build."Keith Whitwell
This reverts commit a6d17bf671d6bfbb187a62ba14b9ad08fb5dafe1.
2008-03-24draw: Fix #include order to fix Linux build.Michel Dänzer
2008-03-23draw: check need_pipeline() in passthroughKeith Whitwell
2008-03-23draw: tweak the definition of draw_need_pipeline, fix minor bugKeith Whitwell
2008-03-23draw: fix crlfKeith Whitwell
2008-03-23draw: rename emit functions to match pipe_format namesKeith Whitwell
2008-03-23draw: restructure fetch/emit as a pair of function callsKeith Whitwell
2008-03-23gallium: Add util_gen_mipmap_filter().Michal Krol
We need a way to specify the type of minification filter used to downsample mipmap levels. The old util_gen_mipmap() retains its behaviour and uses LINEAR filter.
2008-03-23gallium: Fix memory leak.José Fonseca
pipe cso's were being destroyed, but the hash elements themselves not. proper fix is IMHO add a destructor callback to cso_hash.
2008-03-23gallium: Remove the debug_mask_* stuff.José Fonseca
Overcomplex and not much different from using a global variable...
2008-03-23gallium: Fix typo.José Fonseca
2008-03-23gallium: Memory debugging utilities.José Fonseca
There are no known tools for windows kernel memory debugging, so this is a simple set of malloc etc wrappers. Enabled by default on win32 debug builds
2008-03-23gallium: wrap decls in extern "C"José Fonseca
2008-03-23draw: fix some unsigned vs ushort confusionKeith Whitwell
Middle-end elements are ushort, but prior to that have to treat all elements as unsigned to avoid wrapping and/or overruns.
2008-03-23gallium: beginnings of draw module vertex reworkKeith Whitwell
Trying to put a structure in place that we can actually optimize. Initially just implementing a passthrough mode, this will fairly soon replace all the vertex_cache/prim_queue/shader_queue stuff that's so hard to understand... Split the vertex processing into a couple of distinct stages: - Frontend - Prepares two lists of elements (fetch and draw) to be processed by the next stage. This stage doesn't fetch or draw vertices, but makes the decision which to draw. Multiple implementations of this will implement different strategies, currently just a vcache implementation. - MiddleEnd - Takes the list of fetch elements, fetches them, runs the vertex shader, cliptest, viewport transform on them to produce a linear array of vertex_header vertices. - Passes that list of vertices, plus the draw_elements (which index into that list) onto the backend - Backend - Either the existing primitive/clipping pipeline, or the vbuf_render hardware backend provided by the driver. Currently, the middle-end is the old passthrough code, and it build hardware vertices, not vertex_header vertices as above. It may be that passthrough is a special case in this respect.