Age | Commit message (Collapse) | Author |
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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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For hardware without native polygon stipple. Create a 32x32 alpha texture
that encodes the stipple pattern. Modify the user's fragment program to
sample the texture (with gl_FragCoord) and kill the fragment according to
the texel value.
Temporarily enabled in softpipe driver, replacing the sp_quad_stipple.c step.
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