Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Return the same offset for same strings. Allows to compare strings
by comparing their's offsets.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Return NULL if the BO is busy, otherwise just map it.
|
|
Incomplete and totally untested. Based on intel_generate_mipmap().
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Seriously guys....
|
|
So that debugging is no longer a full-spam-or-nothing approach, you are now
supposed to set the RADEON_DEBUG environment flag just like for classic Mesa.
The available debug flags are different, however. Just running an OpenGL
application with RADEON_DEBUG set to an arbitrary string will print out
helpful information.
Everything must be compiled with -DDEBUG for any of this to work
|
|
according to actual vertex index count.
|
|
|
|
|
|
|
|
|
|
|
|
This should help with things like lightsmark, but I don't have a testcase
for this commit.
|
|
This brings noop vertex shader throughput from 6.8M verts/sec to 10.4M
verts/sec using GL_QUADs on my GM45.
|
|
I ran into this lack of support when writing a shader that always discarded
the fragments.
|
|
|
|
|
|
Patch from taiu on IRC. fixes bug 23585
|
|
Fixes compilation warnings with MSVC.
|