Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-07-16 | draw: use the instance id when fetching vertex data | Zack Rusin | |
2010-07-15 | draw: update comments for drawing functions | Brian Paul | |
2010-07-15 | draw: move prototype, update comment | Brian Paul | |
2010-07-10 | draw: fix decomposition to work with adjacency primitives | Zack Rusin | |
2010-07-10 | mesa: get the translation from mesa 2d regs to tgsi working | Zack Rusin | |
first working version of arb_geometry_shader4 | |||
2010-07-08 | draw: Fix off-by-one error in assert. | Vinson Lee | |
textures is an array of size PIPE_MAX_VERTEX_SAMPLERS. | |||
2010-07-06 | draw: Remove unnecessary header. | Vinson Lee | |
2010-07-06 | draw: make sure softpipe doesn't crash with vertex tex sampling | Zack Rusin | |
softpipe doesn't implement the draw's llvm tex sampling interface so make sure draw can handle the cases where the driver doesn't implement the interface | |||
2010-07-06 | draw: implement vertex texture sampling using llvm | Zack Rusin | |
2010-07-02 | gallivm: Support multiple pixels in lp_build_fetch_rgba_aos(). | José Fonseca | |
This allows to do the unpacking of formats that fit in 4 x unorm8 in parallel, 4 pixels at a time. | |||
2010-07-01 | gallivm: Support 4 x unorm8 in lp_build_fetch_rgba_aos(). | José Fonseca | |
Uses code and ideas from Brian Paul. | |||
2010-06-30 | draw: fix out of memory handling in polygon stipple stage | Brian Paul | |
2010-06-29 | draw: Add inline keyword to inline function. | José Fonseca | |
Otherwise gcc will warn about unusued functions. | |||
2010-06-26 | draw: Remove unnecessary header. | Vinson Lee | |
2010-06-25 | draw: deleted by mistake | Zack Rusin | |
2010-06-25 | draw: initialize headers in the none post paths as well | Zack Rusin | |
2010-06-25 | draw: limit the number of vertex shader variants kept around | Zack Rusin | |
we used to create and cache unltimited number of variant, this change limits the number of variants kept around to a fixed number. the change is based on a similar patch by Roland for llvmpipe fragment shaders. | |||
2010-06-25 | draw: initialize vertex header | Zack Rusin | |
2010-06-25 | draw: Work around an invalid write. | Chia-I Wu | |
SSE vertex shader does not seem to honor the execution mask. Pad the output array as a workaround. | |||
2010-06-23 | draw: use gallium's TRUE/FALSE | Brian Paul | |
2010-06-23 | draw: don't try to precalculate the pipeline output primitive | Keith Whitwell | |
We were previously calculating a value which was either the geometry shader output primitive or the application's input primitive, and passing that to the various front/middle/back components for use as the ultimate rendering primtive. Unfortunately, this was not correct -- if the vcache decomposition path is active and geometry shaders are *not* active, we can end up with a third primitive -- specifically the decomposed version of the input primitive. Rather than trying to precalculate this, just let the individual components inform their successors about which primitive type they are recieving. | |||
2010-06-23 | draw: mask off DRAW_PIPE_FLAG_MASK bits in prim decompose code | Brian Paul | |
Any elt may potentially have flags bits set so mask off those bits everywhere. Fixes crashes with demos/gamma.c, redbook/polys.c, etc. but polygon stippling is still broken. | |||
2010-06-22 | gallium: add a timestamp disjoint query | Zack Rusin | |
allows application to not only request the frequency of the TIME_ELAPSED clock but also to detect if that frequency was consistent throughout the entire bracketed range of graphics commands. | |||
2010-06-17 | draw: implement triangle strips with adjacency in geometry shader | Zack Rusin | |
2010-06-17 | draw: implement triangle lists with adjacency support in gs | Zack Rusin | |
2010-06-17 | draw: fix a silly error | Zack Rusin | |
2010-06-17 | draw: implement line strip adjacency | Zack Rusin | |
2010-06-17 | draw: implement lines with adjacency in geometry shaders | Zack Rusin | |
2010-06-17 | draw: validate stream output buffers | Zack Rusin | |
fixes a crash. | |||
2010-06-17 | draw: fix some unsigned issue | Zack Rusin | |
spotted by Vinson | |||
2010-06-16 | draw: make sure we correctly iterate over output buffers on stream out | Zack Rusin | |
we kept overwriting the first attribute of a vertex in a single-stream- out-buffer case | |||
2010-06-16 | draw: add stream output decomposition file | Zack Rusin | |
2010-06-16 | draw: rewrite stream output to handle all the dark corners | Zack Rusin | |
register masks, multiple output buffers, multiple primitives, non-linear vertices (elts) and stride semantics. | |||
2010-06-16 | draw: add alloc check | Alan Hourihane | |
2010-06-16 | draw: handle some out of memory conditions | Alan Hourihane | |
2010-06-15 | draw: Remove unnecessary headers. | Vinson Lee | |
2010-06-15 | gs: make sure we end primitives when finishing executing shaders | Zack Rusin | |
2010-06-15 | draw/gs: make sure gs works with elts and doesn't overrun the buffer | Zack Rusin | |
2010-06-15 | draw: run the pipeline with the correct number of verts | Zack Rusin | |
verts per primitive, not total count | |||
2010-06-15 | draw: fix primitive indexing in the pipeline | Zack Rusin | |
spotted by Keith | |||
2010-06-15 | draw: finish the new pipeline setup | Zack Rusin | |
Keith came up with a new way of running the pipeline which involves passing a few info structs around (for fetch, vertices and prims) and allows us to correctly handle cases where we endup with multiple primitives generated by the pipeline itself. | |||
2010-06-15 | draw wip | Keith Whitwell | |
2010-06-12 | draw/gs: copy the outputs only if we emitted something | Zack Rusin | |
2010-06-11 | gallium/softpipe/draw: support samplers in geometry shaders | Zack Rusin | |
2010-06-10 | draw: forgot to add a file | Zack Rusin | |
2010-06-10 | draw: rewrite geometry shader pipeline | Zack Rusin | |
done to handle strips correctly as inputs - we need to decompose the strips | |||
2010-06-10 | draw: geometry shader fixes | Zack Rusin | |
don't overwrite the inputs and make sure the correct primitive is used on entry | |||
2010-06-10 | draw: make sure that the gs never outputs more data than we allocated for | Zack Rusin | |
2010-06-09 | draw: make sure geometry shader correctly iterates the output buffer | Zack Rusin | |
2010-06-09 | draw: make sure the buffer is big enough to fit everything emitted by the gs | Zack Rusin | |