Age | Commit message (Collapse) | Author |
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Stencil is still broken.
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I'm not sure these are quite correct. The reflect demo doesn't assert
anymore, but it doesn't produce correct results either. SPE-based
vertex shader code needs to be disabled for relfect to run.
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Alpha test is currently broken because all per-fragment testing occurs
before alpha is calculated.
Stencil test is currently broken because the Z-clear code asserts if
there is a stencil buffer.
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THere are 64-bits in a uint64_t, not 128. Duh.
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Show each of the mipmap levels side-by-side.
Press 's' to toggle quad scaling to see mipmap level at actual size.
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Based on code from Mesa's state tracker.
Still need to implement fallbacks for those texture formats which can't
generally be rendered to.
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Plus, comments, clean-ups.
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rendering each level
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Passthrough is actually more tricky than you'd think...
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Not totally tested, but easily fixed if glitches are found.
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handles.
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Fixes glean pointAtten failure.
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quads)
New draw_enable_point_sprites() function.
Fixes spriteblast.c demo
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IR_CLAMP is decomposed into OPCODE_MIN+OPCODE_MAX. Allocate a temporary
register for the intermediate value so we don't inadvertantly use an output
register (which are write-only on some GPUs).
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Without this, second and subsequent redraws rendered incorrectly.
Plus comments.
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Glean vertProg1 runs all the way through, rather than aborting.
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