Age | Commit message (Collapse) | Author |
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For many envirionments it's necessary to allocate display targets
in a window-system friendly manner. Add facilities so that a driver
can tell if a texture is likely to be used to generate a display surface
and if use special allocation paths if necessary.
Hook up softpipe to call into the winsys->surface_alloc_storage()
routine in this case, though we probably want to change that interface
slightly also.
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The struct is still there though until all winsys layers are updated
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But when creating surfaces, adjust incoming flags from GPU->CPU usage.
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Change SSE_SWIZZLES #define to 0 to disable it.
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This reverts commit 1f0f029ba6f22ef4ada01fcdc153da91571a7963.
Which broke the debug build.
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to do it
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May not always happen due to passthrough modes, etc.
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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This fixes the missing bitmaps in the engine and fogcoord demos.
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The later follows the naming scheme of other limits.
Keep the old definition until all possible usage is updated.
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The cell driver still uses an internal CELL_FLUSH_WAIT flag, in the long run
proper fencing should be implemented for it.
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These are convenience fields. Otherwise, we have to check cbuf[0] or zsbuf
in various places.
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