Age | Commit message (Collapse) | Author |
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Also, if the app really uses all available sampler/texture units, don't just
die. Just use the last sampler for the pstipple or aaline texture.
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This provides better information about which images in texture object have changed.
Also, call texture_update() from more places previously missed.
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Brian's patch to clean up the shader interfaces.
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Use the code in cso_context.c rather than st_cache.c.
Basically, binding of state objects now goes through the CSO module.
But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're
not cached by the CSO module at this time.
Also, update softpipe driver to handle NULL state objects in various places.
This happens during context destruction. May need to update other drivers...
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Bind all the samplers/textures at once rather than piecemeal.
This is easier for drivers to understand.
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aaline/point/pstipple stages
Added a void *draw ptr to pipe_context. Probably look for a better solution someday.
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Use tgsi_scan_shader() to populate a tgsi_shader_info struct and use that instead.
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These functions are now per-screen, not per-context.
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New draw/prim stage: draw_aaline. When installed, lines are replaced by
textured quads to do antialiasing. The current user-defined fragment shader
is modified to do a texture fetch and modulate fragment alpha.
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