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path: root/src/gallium/drivers/r300/r300_fs.c
AgeCommit message (Expand)Author
2010-04-11r300/compiler: Implement texcoord repeat and mirror for NPOT.Corbin Simpson
2010-04-11r300g: Setup external state for wrap modes.Corbin Simpson
2010-04-11r300g: Cleanup fragment program external state setup.Corbin Simpson
2010-04-12r300g: atomize fragment shaderMarek Olšák
2010-04-12r300g: FS constants emission reworkMarek Olšák
2010-04-11r300g: use a dummy replacement fragment shader if the shader compilation failsMarek Olšák
2010-04-11r300g: revisit some assertions and fix potential failuresMarek Olšák
2010-04-11r300g: cleanup handling of sampler viewsMarek Olšák
2010-04-05r300g: simplify accessing screen from contextMarek Olšák
2010-04-05r300/compiler: make the max number of fragment shader temporaries adjustableMarek Olšák
2010-03-27r300g: print errors even on non-debug buildsMarek Olšák
2010-03-07r300g: abort if FS compilation fails on non-debug buildsMarek Olšák
2010-02-28r300g: atomize texture and sampler statesMarek Olšák
2010-02-10r300g: Work around "defect" in r300compiler.Corbin Simpson
2010-02-09r300g: Fix off-by-one errors in array bounds assertions.Vinson Lee
2010-02-02r300compiler, r300 classic, r300g: Add support for MRTs in the frag shader.Corbin Simpson
2010-01-06r300g: add WPOSMarek Olšák
2009-12-19r300g: add texture compare modesMarek Olšák
2009-12-01r300g: simplify allocations of FS input registersMarek Olšák
2009-12-01r300g: clean up derived statesMarek Olšák
2009-10-21r300g: Cleanup old static shader state.Corbin Simpson
2009-10-21r300g: Cleanup header includes.Corbin Simpson
2009-10-03r300g: Do not abort on fragment program compiler errorNicolai Hähnle
2009-09-06r300g: Debug flags infrastructureNicolai Hähnle
2009-08-11r300g: a typo of debug messageCooper Yuan
2009-07-30r300g: Use radeon compiler for fragment programsNicolai Hähnle
2009-07-23r300g: Actually mark shaders as translated/untranslated.Corbin Simpson
2009-07-22gallium: simplify tgsi_full_immediate structKeith Whitwell
2009-06-26r300-gallium: organize fragment/vertex shadersJoakim Sindholt