Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-01-07 | i965g: updates for draw retval | Keith Whitwell | |
2010-01-06 | i965g: fix invalid assertion in emit_xpd(), again | Brian Paul | |
2010-01-06 | gallium: remove PIPE_TEX_FILTER_ANISO | Luca Barbieri | |
This patch removes PIPE_TEX_FILTER_ANISO. Anisotropic filtering is enabled if and only if max_anisotropy > 1.0. Values between 0.0 and 1.0, inclusive, of max_anisotropy are to be considered equivalent, and meaning to turn off anisotropic filtering. This approach has the small drawback of eliminating the possibility of enabling anisotropic filter on either minification or magnification separately, which Radeon hardware seems to support, is currently support by Gallium but not exposed to OpenGL. If this is actually useful it could be handled by splitting max_anisotropy in two values and adding an appropriate OpenGL extension. NOTE: some fiddling & reformatting by keithw to get this patch to apply. Hopefully nothing broken in the process. | |||
2010-01-05 | i965g: fix invalid assertion in emit_xpd() | Brian Paul | |
Invalid assertion found by Roel Kluin <roel.kluin@gmail.com> | |||
2010-01-04 | i965g: Fix assert. | Vinson Lee | |
2010-01-02 | i965: Add missing include. | José Fonseca | |
2009-12-24 | i965g: get trivial/tri working again after edgeflag changes | Keith Whitwell | |
2009-12-24 | i965g: strict aliasing changes | Keith Whitwell | |
2009-12-24 | i965g: calculate depth min/max | Keith Whitwell | |
Previously hard-wired to 0..1 | |||
2009-12-23 | i965g: Rename {pf->util_format}_is_depth_or_stencil() | Tomas Carnecky | |
2009-12-23 | [i965] Rename {pf -> util}_format_is_depth_or_stencil() | Tomas Carnecky | |
The function was moved and renamed in 0bed834b. Signed-off-by: Tomas Carnecky <tom@dbservice.com> | |||
2009-12-22 | i965g: fix for edgeflag changes (untested) | Roland Scheidegger | |
2009-12-22 | i965g: fix bo_reference | Keith Whitwell | |
2009-12-22 | i965g: update for u_format changes | Keith Whitwell | |
2009-12-21 | i965g: fixes to build after merge of master | Keith Whitwell | |
2009-12-21 | i965g: remove half-finished change to tgsi_parse | Keith Whitwell | |
2009-12-21 | i965g: hook vertex state emit up to PIPE_NEW_VERTEX_BUFFER | Keith Whitwell | |
2009-12-21 | i965g: keep refcounts to bound vertex buffers | Keith Whitwell | |
2009-12-21 | i965g: add DEBUG_WINSYS flag | Keith Whitwell | |
2009-12-21 | i965g: remove duplicate set_viewport_state, fixes samples/depth | Keith Whitwell | |
2009-12-01 | i965g: nasty hack for clearing y-tiled surfaces | Keith Whitwell | |
2009-12-01 | i965g: add missing header | Keith Whitwell | |
2009-12-01 | i965g: don't reference unused vars in RSQ | Keith Whitwell | |
Probably overly pedantic | |||
2009-11-30 | i965g: turn on texture tiling by default | Keith Whitwell | |
2009-11-30 | i965g: pass backbuffer tiling information to driver | Keith Whitwell | |
The gem winsys gets this information, needs to pass it on. | |||
2009-11-30 | brw: add dumping to gem winsys | Keith Whitwell | |
2009-11-30 | i965g: remove redundant nr_attrs member | Keith Whitwell | |
2009-11-29 | i965g: remove surface from views list before freeing | Dave Airlie | |
this fixes a crash with the xorg state tracker, however it then locks up the GPU once rendering is enabled but at least it doesn't crash. Signed-off-by: Dave Airlie <airlied@linux.ie> | |||
2009-11-23 | i965g: gs nr_attrs also tracks nr fragment shader inputs | Keith Whitwell | |
Or, equivalently, nr of outputs of active vertex shader varient. | |||
2009-11-23 | i965g: correct test for unfilled modes | Keith Whitwell | |
2009-11-23 | i965g: use correct key size for vs upload | Keith Whitwell | |
2009-11-23 | i965g: apply linear math to both linear and perspective attrs | Keith Whitwell | |
2009-11-21 | i965g: get basic texturing working again | Keith Whitwell | |
Revert to fixed-layout surface binding table -- it's probably the best way to do this. Pass sampler and texture numbers separately even though we're always keeping them the same at present. | |||
2009-11-19 | i965g: fix typo converting wm src regs | Keith Whitwell | |
2009-11-19 | i965g: fragment shader immediates working | Keith Whitwell | |
2009-11-19 | i965g: first pass at vs immediates in curbe | Keith Whitwell | |
2009-11-19 | i965g: get linear vs perspective interpolation working again | Keith Whitwell | |
2009-11-19 | i965g: include interpolation info in fs signature | Keith Whitwell | |
2009-11-19 | i965g: special case setup when fs has no inputs | Keith Whitwell | |
2009-11-19 | i965g: add new state flag tracking fs signature changes | Keith Whitwell | |
2009-11-19 | i965g: fix typo in previous commit | Keith Whitwell | |
2009-11-19 | i965g: setup nr_attrs should track nr fragment shader inputs | Keith Whitwell | |
This would be equivalent to taking the nr outputs of the vp varient | |||
2009-11-19 | i965g: get fragment constants sort-of working | Keith Whitwell | |
2009-11-19 | i965g: make the load-before-use vs immediate path work | Keith Whitwell | |
2009-11-19 | i965g: fix initialization of texture width/height/depth arrays | Keith Whitwell | |
Will remove these arrays in another branch - they're completely redundant. | |||
2009-11-18 | i965g: remove more references to nr_vp_outputs in wm compilation | Keith Whitwell | |
We're really more concerned about how many inputs the fragment shader is expecting. | |||
2009-11-17 | i965g: handle special vs outputs specially | Keith Whitwell | |
Where vs output semantic tags indicate an output is signficant for fixed function processing (such as clipping, unfilled modes, etc), retain information about that output so that we can get to it easily later on. Fix up the unfilled processing, but hard-wire edgeflag to one for now. With this change, trivial/tri-unfilled works. | |||
2009-11-17 | i965g rename offset_edge to offset_edgeflag | Keith Whitwell | |
2009-11-14 | i965g: restore check on line smooth state | Keith Whitwell | |
2009-11-11 | i965g: consult fs inputs when laying out vs output regs | Keith Whitwell | |
Vertex shader now emits just the FS inputs, in the positions and order expected by the fragment shader. This means potentially regenerating the vertex shader to match different fragment shader's input layouts. |