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path: root/src/gallium/drivers/llvmpipe/lp_state_derived.c
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2010-11-19llvmpipe: twoside for specular color alsoKeith Whitwell
2010-11-01llvmpipe: Moved draw pipeline twoside function to llvm setup codeHui Qi Tay
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
2010-10-11llvmpipe: Use lp_tgsi_info.José Fonseca
2010-09-29llvmpipe: Decouple sampler view and sampler state updates.José Fonseca
Fixes glean pbo crash. It would be possible to avoid crashing without decoupling, but given that state trackers give no guarantee that number of views is consistent, that would likely cause too many state updates (or miss some).
2010-09-24llvmpipe: make min/max lod and lod bias dynamic stateBrian Paul
Before, changing any of these sampler values triggered generation of new JIT code. Added a new flag for the special case of min_lod == max_lod which is hit during auto mipmap generation.
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.
2010-08-27llvmpipe: 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 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
2010-07-06llvmpipe: disconnect vertex texture sampling from the setupZack Rusin
it was wrong to put this in the fs paths, but it was easier to just stuff it along the fragment texture sampling paths. the patch disconnects vertex texture sampling and just maps the textures before the draw itself and unmaps them after.
2010-07-06draw: implement vertex texture sampling using llvmZack Rusin
2010-06-07llvmpipe: hook up basic gs and multiple constant buffer supportKeith Whitwell
2010-06-01llvmpipe: Obey color interpolation.José Fonseca
Don't force color to be linearly interpolated when that's not being requested.
2010-06-01llvmpipe: Use struct lp_shader_input in the interpolator.José Fonseca
Eliminates all this identical yet slightly different code to decide how shader inputs should be interpolated. As bonus, don't interpolate the position twice when it is listed in the TGSI shader inputs.
2010-06-01llvmpipe: Don't waste time interpolating unused input channels.José Fonseca
2010-05-06llvmpipe: implement occlusion queryQicheng Christopher Li
OpenGL occlusion queries work now. The Mesa demos, glean test and piglit tests all pass. A few enhancements are possible in the future. -Brian Signed-off-by: Brian Paul <brianp@vmware.com>
2010-04-18llvmpipe: Emit only the vertex attributes necessary for the FS, and ensure ↵José Fonseca
the first one is always position. With this we correctly handle vertex shaders whose output position is not in index zero.
2010-03-17llvmpipe: added stencil ref values to jit context stateBrian Paul
2009-12-10llvmpipe: Fix after sampler view changes.michal
2010-01-16Merge remote branch 'origin/master' into lp-binningJosé Fonseca
Conflicts: src/gallium/drivers/llvmpipe/lp_quad.h src/gallium/drivers/llvmpipe/lp_setup.c
2010-01-14llvmpipe: implement scissor testingBrian Paul
The scissor test is implemented as another per-quad operation in the JIT code. The four scissor box params are passed via the lp_jit_context. In the JIT code we compare the quad's x/y coords against the clip bounds and create a new in/out mask that's AND'd with the main quad mask. Note: we should also do scissor testing in the triangle setup code to improve efficiency. That's not done yet.
2010-01-13llvmpipe: commentsBrian Paul
2010-01-11llvmpipe: force constant interpolation of flatshade colorsKeith Whitwell
Nice speedup for gears.
2010-01-11llvmpipe: remove scissor cliprect derived stateKeith Whitwell
Was previously calculating the intersection of the scissor rectangle and the framebuffer dimensions. Rendering is already restricted to framebuffer dimensions by other means, so scissor testing (when implemented) can just use the scissor state directly.
2010-01-08Merge remote branch 'origin/master' into lp-binningJosé Fonseca
Conflicts: src/gallium/auxiliary/util/u_surface.c src/gallium/drivers/llvmpipe/Makefile src/gallium/drivers/llvmpipe/SConscript src/gallium/drivers/llvmpipe/lp_bld_arit.c src/gallium/drivers/llvmpipe/lp_bld_flow.c src/gallium/drivers/llvmpipe/lp_bld_interp.c src/gallium/drivers/llvmpipe/lp_clear.c src/gallium/drivers/llvmpipe/lp_context.c src/gallium/drivers/llvmpipe/lp_context.h src/gallium/drivers/llvmpipe/lp_draw_arrays.c src/gallium/drivers/llvmpipe/lp_jit.c src/gallium/drivers/llvmpipe/lp_jit.h src/gallium/drivers/llvmpipe/lp_prim_vbuf.c src/gallium/drivers/llvmpipe/lp_setup.c src/gallium/drivers/llvmpipe/lp_setup_point.c src/gallium/drivers/llvmpipe/lp_state.h src/gallium/drivers/llvmpipe/lp_state_blend.c src/gallium/drivers/llvmpipe/lp_state_derived.c src/gallium/drivers/llvmpipe/lp_state_fs.c src/gallium/drivers/llvmpipe/lp_state_sampler.c src/gallium/drivers/llvmpipe/lp_state_surface.c src/gallium/drivers/llvmpipe/lp_tex_cache.c src/gallium/drivers/llvmpipe/lp_tex_cache.h src/gallium/drivers/llvmpipe/lp_tex_sample.h src/gallium/drivers/llvmpipe/lp_tile_cache.c
2010-01-07llvmpipe: Remove more loose ends of TGSI exec sampling.José Fonseca
2010-01-06llvmpipe: remove dead codeKeith Whitwell
2010-01-06llvmpipe: merge setup and draw vbuf submodulesKeith Whitwell
The setup tiling engine is now plugged directly into the draw module as a rendering backend. Removed a couple of layering violations such that the setup code no longer reaches out into the surrounding llvmpipe state or context.
2009-12-25gs: fix drivers so they work with geometry shadersZack Rusin
2009-12-25gallium: add geometry shader support to galliumZack Rusin
2009-12-04llvmpipe: Port vertex sampler support from softpipe.José Fonseca
Just enough boilerplate code to avoid segfaulting.
2009-11-03llvmpipe: Sanitise shader semantic and interpolator handling.Michal Krol
Handle the remaining semantic names and indices. Respect color interpolator when not flatshading. Based on Michal's softpipe commit eb699d64ec7057032139baccedcb0694ca41d706.
2009-11-03llvmpipe: remove old prim_setup draw stageKeith Whitwell
Everything now goes through the draw_vbuf handler, the same as regular drivers. Based on Keith's commit 4fe0fc3eba1f79beda890a5016359d549bab6ad4.
2009-10-09llvmpipe: Tell setup shader inputs.José Fonseca
2009-10-09llvmpipe: Pass state to setup.José Fonseca
2009-10-08llvmpipe: More assorted build fixes.José Fonseca
2009-10-08llvmpipe: Assorted build fixes.José Fonseca
2009-10-08llvmpipe: remove tex tile cache and related codeKeith Whitwell
2009-10-08llvmpipe: more wippingKeith Whitwell
2009-10-08llvmpipe: import experimental softpipe rasterizer code, wip binning codeKeith Whitwell
WIP, does't build or run. Rasterizer code is based on Nick Capen's devmaster posts and the larrabee articles, but currently doesn't share either the performance or correctness of either...
2009-09-19llvmpipe: Respect input interpolators for the shader.Michal Krol
Cherry-picked from fb2c7b6743ba6e89f24843890fb7fcd6a09c3dbb
2009-09-07llvmpipe: Code generate the texture sampling inside the shader.José Fonseca
Finally a substantial performance improvement: framerates of apps using texturing tripled, and furthermore, enabling/disabling texturing only affects around 15% of the framerate, which means the bottleneck is now somewhere else. Generated texture sampling code is not complete though -- we always sample from the base level -- so final figures will be different.
2009-08-29llvmpipe: Pass fragment context to generated function in a single structure.José Fonseca
2009-08-29llvmpipe: Squash the quad pipeline.José Fonseca
It had been reduced to one fixed stage.
2009-08-29llvmpipe: Generate the fragment pipeline into a single function.José Fonseca
Still hackish. Will document and optimize later.
2009-08-29llvmpipe: Back port recent softpipe-opt improvements from Keith.José Fonseca
2009-08-29llvmpipe: Code generate alpha testing and append to generated fragment shader.José Fonseca
2009-08-29llvmpipe: Split the texture cache from the color/depth/stencil cache.José Fonseca
2009-08-29llvmpipe: move all depth/stencil/alpha pixel processing into one stageKeith Whitwell
2009-08-29llvmpipe: fix error in scissor state dependenciesKeith Whitwell