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2010-08-25gallium/docs: notes on scissor stateKeith Whitwell
2010-08-20gallium/docs: improve documentation for resourcesLuca Barbieri
2010-08-20gallium: add PIPE_TEXTURE_RECT targetLuca Barbieri
This allows to properly support OpenGL rectangle textures in a well defined way, especially on drivers that don't expose PIPE_CAP_NPOT_TEXTURES.
2010-08-20gallium/docs: Add GalahadJakob Bornecrantz
2010-08-15gallium/docs: Cleanup debugging. Spelling, grammar, organization.Corbin Simpson
2010-08-15gallium/docs: Add formatting for envvar role; change debugging.Corbin Simpson
Per Jakob's request. Not super-pretty, but it's a good point for modding later.
2010-08-15gallium/docs: Add rbug to distributionJakob Bornecrantz
2010-08-15gallium/docs: Add a debugging sectionJakob Bornecrantz
2010-08-05docs: clarify point sprite discussionKeith Whitwell
Plagiarizes email explanation from Roland.
2010-07-29gallium/docs: Document draw_vbo and set_index_buffer.Chia-I Wu
Document the new unified drawing method and remove references to old ones.
2010-07-28gallium/docs: Fix VMware spelling.Vinson Lee
2010-07-27gallium/docs: Fix VMware spelling.Corbin Simpson
2010-06-24gallium/docs: Vertex data formats.Corbin Simpson
I'm not sure if I really got it right. This seems like one of those "Duh, of course it works that way" things, but I'd like the documentation to be readable by people not acquainted with OGL/D3D.
2010-06-24gallium/docs: Lops override the rest of the blending state when enabled.Corbin Simpson
2010-06-24gallium/docs: updated remaining semantic label docsBrian Paul
2010-06-24gallium/docs: Add lop table.Corbin Simpson
Was feeling kind of weird without it.
2010-06-24gallium/docs: Slight clarification and formatting for Blend.Corbin Simpson
2010-06-23gallium/docs: document TGSI_SEMANTIC_EDGEFLAGBrian Paul
2010-06-23gallium/docs: update TEXTURE_SHADOW_MAP MAX_PREDICATE_REGISTERSBrian Paul
2010-06-23gallium/docs: fix definitions of TGSI_SEMANTIC_POSITION, COLORBrian Paul
2010-06-16gallium/docs: GLSL glossary entry.Corbin Simpson
2010-06-16gallium/docs: Explain DFRACEXP/DLDEXP.Corbin Simpson
2010-06-16gallium/docs: Remove unneeded "doubles", add double blurb.Corbin Simpson
2010-06-16gallium/docs: Label opcodes by capability bits.Corbin Simpson
2010-06-16gallium/docs: R and RG texture swizzles.Corbin Simpson
We *did* reach an agreement on this a few months ago, and now the docs reflect it. However, we never got around to UV and Z...
2010-06-16gallium/docs: Flesh out the distro information.Corbin Simpson
I'm not sure I picked the best voice here. I might come back to this later.
2010-06-16gallium/docs: Fix RST error.Corbin Simpson
2010-06-08gallium: make draw auto work and add relevant caps and docsZack Rusin
2010-06-03Merge branch 'gallium-newclear'Roland Scheidegger
Conflicts: src/gallium/state_trackers/python/p_context.i
2010-06-03gallium: rename clearRT / clearDS to clear_render_target / clear_depth_stencilRoland Scheidegger
more consistent with rest of gallium naming conventions. Also rename driver-internal names for these the same.
2010-06-01gallium/docs: Update FRAC -> FRC.José Fonseca
2010-05-28gallium: clear interface changesRoland Scheidegger
clears were a bit limited in gallium: - no scissoring (OGL only) nor explicit rectangle list (d3d9) - no color/stencil masks (OGL only) - no separate depth/stencil clears (d3d9/d3d10/OGL) - cannot really clear single color buffer (only with resource_fill_region) Additionally, d3d can clear surfaces not currently bound to the framebuffer. It is, however, not easy to find some common ground what a clear should be able to do, due to both API requirements and also hw differences (a case which might be able to use a special clear path on one hw might need a "normal" quad render on another). Hence several clear methods are provided, and a driver should implement all of them. - clear: slightly modified to also be able to clear only depth or stencil in a combined depth/stencil surface. This is however optional based on driver capability though ideally it wouldn't be optional. AFAIK this is in fact something used by applications quite a bit. Otherwise, for now still doesn't allow clearing with scissors/mask (or single color buffers) - clearRT: clears a single (potentially unbound) color surface. This was formerly roughly known as resource_fill_region. mesa st will not currently use this, though potentially would be useful for GL ClearBuffer. - clearDS: similar to above except for depth stencil surfaces. Note that clearDS/clearRT currently handle can handle partial clear. This might change however.
2010-05-21Merge branch 'gallium-msaa'Roland Scheidegger
Conflicts: src/mesa/state_tracker/st_gen_mipmap.c src/mesa/state_tracker/st_texture.c
2010-05-21Merge branch 'gallium-front-ccw'Keith Whitwell
2010-05-21docs: update rasterizer for ccw changesKeith Whitwell
Also rearrange some of the fields into point/line/polygon categories.
2010-05-18docs: update differences to d3d11Roland Scheidegger
2010-05-17gallium: clean up resource_copy_region functionRoland Scheidegger
Previously, surface_copy was said to allow overlapping blits, and it was "optional". However, some state trackers actually assumed it is always present, and quite some code (like in u_blit) assumed overlapping isn't allowed. Hence, resource_copy_region (and in the same spirit, resource_fill_region) is now mandatory, but overlapping blits are no longer allowed. A driver can plug in the cpu fallback util_resource_copy_region if it does not want to provide its own implementation, though this is not optimal.
2010-05-17gallium: another interface change for multisamplingRoland Scheidegger
due to popular request, use nr_samples parameter in is_format_supported() instead of new is_msaa_supported() query. This makes it easily possible to query if a format with a given sample count is also supported not only as render target, but for sampler views (note that texture sampling from multisampled resources isn't supported yet). It is not quite how dx10 format msaa queries work, but we might need to revisit format queries completely in the future anyway.
2010-05-12gallium: Add new fine grained PIPE_CAP_xx for shader limits.José Fonseca
PIPE_CAP_GLSL and PIPE_CAP_SM3 not removed yet, as opcode support is not yet covered.
2010-04-30Merge commit 'origin/master' into gallium-msaaRoland Scheidegger
2010-05-19gallium/docs: s/milli/nano/Mathias Fröhlich
2010-05-17gallium/docs: Fix missing ref.Corbin Simpson
Can't ref in the middle of a paragraph.
2010-05-17gallium/docs: Update for timer queries.Corbin Simpson
2010-04-26gallium: interface changes for multisamplingRoland Scheidegger
add function to set sample mask, and state for alpha-to-coverage and alpha-to-one. Also make it possible to query for supported sample count with is_msaa_supported(). Use explicit resource_resolve() to resolve a resource. Note that it is illegal to bind a unresolved resource as a sampler view, must be resolved first (as per d3d10 and OGL APIs, binding unresolved resource would mean that special texture fetch functions need to be used which give explicit control over what samples to fetch, which isn't supported yet). Also change surface_fill() and surface_copy() to operate directly on resources. Blits should operate directly on resources, most often state trackers just used get_tex_surface() then did a blit. Note this also means the blit bind flags are gone, if a driver implements this functionality it is expected to handle it for all resources having depth_stencil/render_target/sampler_view bind flags (might even require it for all bind flags?). Might want to introduce quality levels for MSAA later. Might need to revisit this for hw which does instant resolve.
2010-04-24gallium/docs: Update Gallium version number to 0.4.Vinson Lee
2010-04-22gallium/docs: Unswap PIPE_BIND_SHARED's comment.José Fonseca
2010-04-22gallium/docs: many updates to screen.rstBrian Paul
Put PIPE_BIND_ and PIPE_TEXTURE_GEOM_ prefixes on token names so that they can be found with grep. This needs to be done in more places. Corrected/improved a lot of information and grammer. I don't know how to properly format everything - someone else can take care of that.
2010-04-20gallium/docs: Make it clear that minIndex, maxIndex is exclusively a index ↵José Fonseca
buffer characteristic. Unlike the indexBias which is specific to a draw call. This are the semantics of both D3D and GL ARB_draw_elements_base_vertex extension.
2010-04-27gallium/docs: Drop BGNFOR, ENDFOR, REP, and ENDREP opcodes.José Fonseca
2010-04-19docs: Document indexBias.José Fonseca