Age | Commit message (Collapse) | Author |
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Pretty bad implementation, goal was to get glBitmap working.
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These will all go away at some point I promise, want to rule out sync issues
while I bash nv40 into shape.
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Gallium represents image layout by saying that each mipmap level has a number
of "face" images within it. However, nv40 represents them as "faces" that
have a number of mipmap levels. I'm not sure if the gallium representation
allows this, but I've made an attempt to match it as closely as possible.
CUBE/3D textures with mipmaps are probably broken, but untested currently.
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Early depth test is enabled when depth test is enabled and
alpha test is disabled and fragment shader does not write
depth.
The early-z is implemented by moving the depth test stage
just before the fragment shader stage and prepending it
with an earlyz stage, introduced with this commit.
The earlyz stage prepares the quad->outputs.depth for
the following depth test stage by interpolating Z position,
just as the fragment shader would do.
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This sub-struct collects the incoming user-provided data/pointers in one place.
Ex: draw->mapped_vbuffer becomes draw->user.vbuffer, etc.
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was still room in the prim queue.
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compare mode is enabled.
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