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2010-06-16r300g: Fix uninitialized variable warnings in error path.Vinson Lee
2010-06-16intel: Remove unnecessary headers.Vinson Lee
2010-06-16draw: make sure we correctly iterate over output buffers on stream outZack Rusin
we kept overwriting the first attribute of a vertex in a single-stream- out-buffer case
2010-06-16graw: remove wrong testZack Rusin
2010-06-16draw: add stream output decomposition fileZack Rusin
2010-06-16draw: rewrite stream output to handle all the dark cornersZack Rusin
register masks, multiple output buffers, multiple primitives, non-linear vertices (elts) and stride semantics.
2010-06-16translate: don't crash on elts paths with instancesZack Rusin
2010-06-16r300g: Fix up resolve.Corbin Simpson
Yay for old code.
2010-06-16r300g: Fix MSAA state size.Corbin Simpson
2010-06-16r300g: Don't multisample non-32-bpp render targets.Corbin Simpson
2010-06-16r300g: Finish resolve function.Corbin Simpson
2010-06-16r300g: Add resource resolve function.Corbin Simpson
2010-06-16r300g: Moar MSAA setup.Corbin Simpson
Need to just add the resolve, then go switch to new DRM and test.
2010-06-16r300g: Fix indentation.Corbin Simpson
I could *not* let this slide since I'm on a 78-char-wide terminal.
2010-06-16r300g: Old MSAA code from before gallium-msaa.Corbin Simpson
2010-06-16util: add alloc checkAlan Hourihane
2010-06-16draw: add alloc checkAlan Hourihane
2010-06-16r600: GL_COORD_REPLACE state is only relevant when point sprites are enabled.Henri Verbeet
2010-06-16r600: fix warningsMarc
2010-06-16osmesa: always build standalone for internal symbolsDan Nicholson
When building OSMesa and xlib GL, the resulting OSMesa would be linked against libGL instead of the internal mesa libraries. However, when building with -fvisibility=hidden, some of the internal functions used in OSMesa could not be resolved through libGL. Instead, always build OSMesa standalone without linking against libGL. This has the advantage that OSMesa is always built the same way, but it means that disk space is wasted when libGL is installed since both libraries will contain the internal objects. Signed-off-by: Dan Nicholson <dbn.lists@gmail.com> Tested-by: Tom Fogal <tfogal@alumni.unh.edu>
2010-06-16draw: handle some out of memory conditionsAlan Hourihane
2010-06-16graw: add a gs test for non-sequential inputsZack Rusin
2010-06-15draw: Remove unnecessary headers.Vinson Lee
2010-06-15gs: make sure we end primitives when finishing executing shadersZack Rusin
2010-06-15draw/gs: make sure gs works with elts and doesn't overrun the bufferZack Rusin
2010-06-15mesa: Allow querying the system FBO in GetFramebufferAttachmentParameterivKristian Høgsberg
If the default framebuffer is bound to <target>, then <attachment> must be one of FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, AUXi, DEPTH_BUFFER, or STENCIL_BUFFER, identifying a color buffer, the depth buffer, or the stencil buffer, and <pname> may be FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE or FRAMEBUFFER_ATTACHMENT_OBJECT_NAME. as well as these <pname> values FRAMEBUFFER_ATTACHMENT_RED_SIZE, FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, or FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING. https://bugs.freedesktop.org/show_bug.cgi?id=28551
2010-06-15graw: test multiple cb's in geometry shadersZack Rusin
2010-06-15graw: fix setup for multiple constant buffersZack Rusin
2010-06-15draw: run the pipeline with the correct number of vertsZack Rusin
verts per primitive, not total count
2010-06-15draw: fix primitive indexing in the pipelineZack Rusin
spotted by Keith
2010-06-15draw: finish the new pipeline setupZack Rusin
Keith came up with a new way of running the pipeline which involves passing a few info structs around (for fetch, vertices and prims) and allows us to correctly handle cases where we endup with multiple primitives generated by the pipeline itself.
2010-06-15softpipe/gs: fix a crash when a gs isn't presentZack Rusin
2010-06-15draw wipKeith Whitwell
2010-06-14i965: Remove unnecessary header.Vinson Lee
2010-06-14r300g: initialize US_CODE_BANK on r4xxMarek Olšák
2010-06-14i965: Fix surface state dumping with INTEL_DEBUG=batch.Eric Anholt
I broke this with the state streaming changes.
2010-06-14i965: correct the gen6 line stipple enable define.Zhenyu Wang
2010-06-14intel: Remove long-dead comment about releasing texture heaps.Eric Anholt
BOs are stored in the bufmgr, which is freed as part of the screen structure.
2010-06-14gallivm: Omit references to NoFramePointerElimNonLeafJosé Fonseca
It was added after 2.7.
2010-06-14util: Use int type for format field width.José Fonseca
As suggested by gcc warning.
2010-06-14gallivm: Override some of the default target options.José Fonseca
In particular: - enable LLVM <-> GDB integration for JIT code - disable frame-pointer elimination on debug/profile builds - enable fast-math.
2010-06-14gallivm: Use func_to_pointer().José Fonseca
2010-06-14util: Add a func_to_pointer util function too.José Fonseca
2010-06-14graw: small fixups for the gs examplesZack Rusin
2010-06-14r300g: fix uploading RC state shader constants on r3xxMarek Olšák
I've messed this up in one of my previous commits. Reported-by: Igor Murzov
2010-06-14r300g: drop begin_cs/end_csMarek Olšák
I have had a look at the libdrm sources and they just contain more or less the same checking we do in macros, and begin_cs may realloc the CS buffer if we overflow it, which never happens with r300g. So these are pretty much useless. There is a small but measurable performance increase by dropping the two functions.
2010-06-14r300g: rewrite occlusion queriesMarek Olšák
The previous implementation had issues with queries spanning over several command streams as well as using a very large number of queries. This fixes flickering in Enemy Territory: Quake Wars. The driver now renders everything correctly in this game and the graphics is awesome.
2010-06-14r300g: emit viewport state as a dword tableMarek Olšák
2010-06-14r300g: subclass pipe_surfaceMarek Olšák
2010-06-14r300g: simplify reloc macrosMarek Olšák