Age | Commit message (Collapse) | Author |
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THere are 64-bits in a uint64_t, not 128. Duh.
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Based on code from Mesa's state tracker.
Still need to implement fallbacks for those texture formats which can't
generally be rendered to.
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Passthrough is actually more tricky than you'd think...
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handles.
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quads)
New draw_enable_point_sprites() function.
Fixes spriteblast.c demo
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Glean vertProg1 runs all the way through, rather than aborting.
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Based on a patch from Zack.
Basically, implement a new draw_arrays function that copies the incoming
user-vertices to the hardware vertex buffer, doing format/type conversion
as needed.
The vertex fetch/store code is totally temporary for now.
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Used to emit the struct vertex_header info for softpipe.
Before we were using the EMIT_ALL token but that's insufficient for the
draw pass-through mode. EMIT_ALL might get removed soon...
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To test if we need any pipeline stage, or whether we can go into passthrough mode.
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Allows drivers that implement line stipple to turn off this drawing stage.
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Need to compute num_samplers after binding/creating the fragment shader.
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Brian's patch to clean up the shader interfaces.
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frontend to cso_hash.
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Was broken by commit 4528287e040415c2071012d02f20979ff995c754 (bind all
samplers/texures at once).
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We were sometimes keeping a pointer to a stack-allocated object.
Now make a copy of the pipe_shader_state object.
This should fix some seemingly random memory errors/crashes.
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