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path: root/src/gallium/drivers/llvmpipe/lp_setup_point.c
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2010-10-17Merge remote branch 'origin/master' into lp-setup-llvmKeith Whitwell
Conflicts: src/gallium/drivers/llvmpipe/lp_setup_coef.c src/gallium/drivers/llvmpipe/lp_setup_coef.h src/gallium/drivers/llvmpipe/lp_setup_coef_intrin.c src/gallium/drivers/llvmpipe/lp_setup_point.c src/gallium/drivers/llvmpipe/lp_setup_tri.c src/gallium/drivers/llvmpipe/lp_state_derived.c src/gallium/drivers/llvmpipe/lp_state_fs.h
2010-10-15llvmpipe: don't store plane.ei value in binned dataKeith Whitwell
Further reduce the size of a binned triangle.
2010-10-15llvmpipe: slightly shrink the size of a binned triangleKeith Whitwell
2010-10-15llvmpipe: don't pass frontfacing as a floatKeith Whitwell
2010-10-15llvmpipe: reintroduce SET_STATE binner commandKeith Whitwell
But bin lazily only into bins which are receiving geometry.
2010-10-11llvmpipe: Use lp_tgsi_info.José Fonseca
2010-10-08llvmpipe: fail gracefully on oom in scene creationKeith Whitwell
2010-10-06llvmpipe: Fix sprite coord perspective interpolation of Q.José Fonseca
Q coordinate's coefficients also need to be multiplied by w, otherwise it will have 1/w, causing problems with TXP.
2010-10-06llvmpipe: Fix perspective interpolation for point sprites.José Fonseca
Once a fragment is generated with LP_INTERP_PERSPECTIVE set for an input, it will do a divide by w for that input. Therefore it's not OK to treat LP_INTERP_PERSPECTIVE as LP_INTERP_LINEAR or vice-versa, even if the attribute is known to not vary. A better strategy would be to take the primitive in consideration when generating the fragment shader key, and therefore avoid the per-fragment perspective divide.
2010-09-30gallium/llvmpipe: remove duplicated includeNicolas Kaiser
Remove duplicated include. Signed-off-by: Brian Paul <brianp@vmware.com>
2010-09-25llvmpipe: handle FACING interpolants in line and point setupKeith Whitwell
2010-09-22llvmpipe: fix sprite texcoord setup for non-projective texturingBrian Paul
Normally the Mesa state tracker uses TXP instructions for texturing. But if a fragment shader uses texture2D() that's a TEX instruction. In that case we were incorrectly computing the texcoord coefficients in the point sprite setup code. Some new comments in the code explain things.
2010-09-20llvmpipe: check bitshift against PIPE_MAX_SHADER_OUTPUTSBrian Paul
2010-09-20llvmpipe: implement sprite coord origin modesBrian Paul
2010-09-20llvmpipe: rename sprite field, add sprite_coord_originBrian Paul
2010-09-20llvmpipe: clean-up, comments in setup_point_coefficient()Brian Paul
2010-09-20llvmpipe: reformatting, remove trailing whitespace, etcBrian Paul
2010-09-18llvmpipe: use llvm for attribute interpolant calculationKeith Whitwell
Basically no change relative to hard-coded version, but this will be useful for other changes later.
2010-09-07llvmpipe: use opcodes instead of function pointers in binsKeith Whitwell
Also, move some state from rasterizer struct to the scene.
2010-09-07llvmpipe: enforce fixed memory limit on scenesKeith Whitwell
2010-08-27llvmpipe: point sprites rasterizationHui Qi Tay
Point sprites now done in the rasterizer setup code instead of going through the draw module.
2010-08-27llvmpipe: native point rasterization with better pixel rasterizationHui Qi Tay
A few subpixel_snap and fixed width changes. Conflicts: src/gallium/drivers/llvmpipe/lp_setup_point.c
2010-08-27llvmpipe: native point rasterizationHui Qi Tay
Conflicts: src/gallium/drivers/llvmpipe/lp_setup_context.h src/gallium/drivers/llvmpipe/lp_setup_line.c src/gallium/drivers/llvmpipe/lp_setup_tri.c
2010-08-27llvmpipe: native rasterization for linesHui Qi Tay
Rasterize lines directly by treating them as 4-sided polygons. Still need to check the exact pixel rasteration.
2010-03-13llvmpipe: setup_context -> lp_setup_contextJosé Fonseca
Otherwise IDEs and debuggers have trouble distinguishing from softpipe's setup_context.
2009-10-09llvmpipe: hook up some state, add stub line and point functionsKeith Whitwell