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path: root/src/gallium/auxiliary/util/u_simple_shaders.c
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2010-08-26util: Include missing header in u_simple_shaders.c.Vinson Lee
Include p_state.h for PIPE_MAX_COLOR_BUFS symbol.
2010-06-03gallium: add interpolation parameter to simple shader functionsBrian Paul
This lets us specify linear interpolation instead of perspective interpolation for blit operations. Might be a bit faster.
2010-02-02gallium: Make pipe_atomic a regular int32_t.José Fonseca
2010-01-05gallium/util: replace 8 with PIPE_MAX_COLOR_BUFSBrian Paul
2010-01-05gallium/util: comments and whitespace fixesBrian Paul
2009-12-15util: add new fragment shaders to simple_shadersMarek Olšák
New shaders: * Fragment shader which writes depth sampled from a texture * Fragment shader which copies COLOR[0] to multiple render targets Additional improvements: * The fragment 'tex' shaders now take a sampler type (TGSI_TEXTURE_*) so that they can sample from any type of texture, not only from a 2D one.
2009-10-05util: add lost code to util_make_fragment_tex_shader_writemask()Keith Whitwell
This got ported to ureg at some point, but lost the code that distinguishes it from regular util_make_fragment_tex_shader().
2009-09-12tgsi/ureg: VS inputs don't have any semantic tags, just an indexKeith Whitwell
Fix ureg_DECL_vs_input to reflect this and fix up all callers.
2009-09-10util: remove unneeded #includesBrian Paul
2009-09-09Merge branch 'mesa_7_5_branch' into mesa_7_6_branchBrian Paul
Conflicts: Makefile configs/default progs/glsl/Makefile src/gallium/auxiliary/util/u_simple_shaders.c src/gallium/state_trackers/glx/xlib/xm_api.c src/mesa/drivers/dri/i965/brw_draw_upload.c src/mesa/drivers/dri/i965/brw_vs_emit.c src/mesa/drivers/dri/intel/intel_context.h src/mesa/drivers/dri/intel/intel_pixel.c src/mesa/drivers/dri/intel/intel_pixel_read.c src/mesa/main/texenvprogram.c src/mesa/main/version.h
2009-09-03util: add version of u_blit_pixels which takes a writemaskKeith Whitwell
Values outside the writemask are set in the destination to {0,0,0,1}
2009-09-03aux/tgsi: pull back ureg work from 0.1 branchKeith Whitwell
Manual merge of ureg changes on the branch. Too much unrelated stuff for a proper merge.
2009-09-02util: add version of u_blit_pixels which takes a writemaskKeith Whitwell
Values outside the writemask are set in the destination to {0,0,0,1}
2009-08-24tgsi: Fix build error due to commit acc7da90Cooper Yuan
2009-08-13util: convert u_simple_shaders to use tgsi_uregKeith Whitwell
Much nicer now.
2009-03-13gallium: no need to keep a copy of shader tokens in state trackerKeith Whitwell
Any driver who needs a copy of the shader tokens must organize to do so itself. This has been the case for a long time, but there was still defensive code in the state tracker, which is now removed. Any bugs resulting from this need to be fixed in the offending driver...
2009-03-04gallium: Remove some superfluous instances of #include "p_inlines.h".Michel Dänzer
2009-02-19mesa: Free the util shaders with the gallium's FREE.José Fonseca
2009-02-18util: Move p_debug.h into util module.José Fonseca
The debug functions depend on several util function for os abstractions, and these depend on debug functions, so a seperate module is not possible.
2009-01-30gallium: make p_winsys internalZack Rusin
move it to pipe/internal/p_winsys_screen.h and start converting the state trackers to the screen usage
2008-08-24gallium: refactor/replace p_util.h with util/u_memory.h and util/u_math.hBrian Paul
Also, rename p_tile.[ch] to u_tile.[ch]
2008-07-28Merge tgsi/exec and tgsi/util directories.José Fonseca
2008-05-31util: Fix build after TGSI declaration interface changes.Michal Krol
2008-03-27gallium: return pipe_shader_state from the simple shader functionsBrian
Allows us to fix a mem leak (tokens array).
2008-03-20gallium: enable vp input semantic infoBrian
2008-03-20gallium: Fix build on Windows.Michal Krol
2008-03-20gallium: Fix build on Windows.Michal Krol
2008-03-20gallium: remove unused local varKeith Whitwell
2008-03-20gallium: added util_make_fragment_passthrough_shader()Brian
2008-03-18gallium: utilities for creating simple vertex/fragment shadersBrian