Age | Commit message (Collapse) | Author |
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pipe_rasterizer_state is big, and I'm still processing it.
Todo:
- LOL EVERYTHING
- Moar cough syrup.
- Even moar cough syrup.
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This should unbreak dynamic loading.
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Haha, should not have attempted the scissors.
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That's it for now. Just the "easy" stuff.
Todo:
- Rasterizer state, which is a lot more than just the RS.
- Miscellaneous state which doesn't currently belong to any state object.
- Shader assemblers?
- Fix dynamic loading bugs.
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Also switched to r300_reg instead of radeon_reg. Yay?
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This is probably important, yeah?
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Lots of structural work, especially in getting the two parts to talk nicely.
Todo:
- Get damn blitter working.
- Add CS flush.
- Reverse order of above two items.
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s/drm-radeon/drm_radeon/
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In theory it works, which of course means that it doesn't.
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Enough to get us up and running, I suppose.
This needs to be pushed down into winsys!
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Thanks to MrCooper for pointing me in the right direction.
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In theory, it could work, but there's still some very big gaps.
Anything marked with XXX should be taken care of first, probably.
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Todo:
- Hook up surface functions.
- Take it for a spin and watch it crash 'n' burn.
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Count the XXXs and weep?
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Todo:
- Fill blits.
- Less suck.
- Ask glisse about how to get winsys+pipe talking right,
so stuff like the CS can be set up right.
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Todo:
- Less suckage.
- Re-read bo-cs stuff, figure out how the hell to emit state.
- Blits.
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Still todo:
- Sort out winsys.
- Less suckage.
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Todo:
- Figure out how much code goes in winsys.
- Make it build.
- Make it suck less.
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Oh yeah, we're cookin' now!
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Or should it be r300-gallium? Meh, whatever.
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git+ssh://marcheu@git.freedesktop.org/git/mesa/mesa into gallium-0.2
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Color and Z buffer offsets were emitted here, now also the buffer
handles are emitted so they target the correct memory.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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Probably not necessary, but just in case. Depth registers point to the
color buffer, when there is no depth buffer.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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Based on my renouveau dump, adjust initial hw state related to Z-mapping,
and add one unknown depth reg into depth/stencil/alpha emission.
Now trivial/tri-z on nv20 looks identical to swrast rendered one.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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nv20_draw_elements() uses the draw module, and draw_flush() needs to be
called to actually emit the vertices immediately.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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Other nvXX drivers seem to do this, so I do it too.
Signed-off-by: Pekka Paalanen <pq@iki.fi>
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This still leaves us with a broken depth 32 visual, but now it's the server's
visual setup that's at fault.
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In a normal build system this is generated by configure.
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Remove some unneeded fields. Rename some function parameters.
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Rename some structs and fields to be more consistant with the rest of mesa.
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Rendering and textures are limited to 8kx8k, but mesa limits things to
4kx4k, and magic guard band stuff may break on 8kx8k drawing. This is safe
though, and makes compiz work on bigger screens.
Signed-off-by: Keith Packard <keithp@keithp.com>
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Fixes failed assertion / segfault for particular proxy texture tests.
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