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AgeCommit message (Collapse)Author
2010-06-17r300g: more reasonable MSPOS defaults in error pathMarek Olšák
2010-06-17r300g: fix surface leaksMarek Olšák
2010-06-16r300g: Fix uninitialized variable warnings in error path.Vinson Lee
2010-06-16draw: rewrite stream output to handle all the dark cornersZack Rusin
register masks, multiple output buffers, multiple primitives, non-linear vertices (elts) and stride semantics.
2010-06-16r300g: Fix up resolve.Corbin Simpson
Yay for old code.
2010-06-16r300g: Fix MSAA state size.Corbin Simpson
2010-06-16r300g: Don't multisample non-32-bpp render targets.Corbin Simpson
2010-06-16r300g: Finish resolve function.Corbin Simpson
2010-06-16r300g: Add resource resolve function.Corbin Simpson
2010-06-16r300g: Moar MSAA setup.Corbin Simpson
Need to just add the resolve, then go switch to new DRM and test.
2010-06-16r300g: Fix indentation.Corbin Simpson
I could *not* let this slide since I'm on a 78-char-wide terminal.
2010-06-16r300g: Old MSAA code from before gallium-msaa.Corbin Simpson
2010-06-15softpipe/gs: fix a crash when a gs isn't presentZack Rusin
2010-06-14r300g: initialize US_CODE_BANK on r4xxMarek Olšák
2010-06-14r300g: fix uploading RC state shader constants on r3xxMarek Olšák
I've messed this up in one of my previous commits. Reported-by: Igor Murzov
2010-06-14r300g: drop begin_cs/end_csMarek Olšák
I have had a look at the libdrm sources and they just contain more or less the same checking we do in macros, and begin_cs may realloc the CS buffer if we overflow it, which never happens with r300g. So these are pretty much useless. There is a small but measurable performance increase by dropping the two functions.
2010-06-14r300g: rewrite occlusion queriesMarek Olšák
The previous implementation had issues with queries spanning over several command streams as well as using a very large number of queries. This fixes flickering in Enemy Territory: Quake Wars. The driver now renders everything correctly in this game and the graphics is awesome.
2010-06-14r300g: emit viewport state as a dword tableMarek Olšák
2010-06-14r300g: subclass pipe_surfaceMarek Olšák
2010-06-14r300g: simplify reloc macrosMarek Olšák
2010-06-14r300g: count CS dwords on debug builds onlyMarek Olšák
2010-06-13r300g: optimize emission of fragment shader constantsMarek Olšák
2010-06-13r300g: turn fragment shader into a CBMarek Olšák
2010-06-13r300g: turn depth stencil state into a CBMarek Olšák
2010-06-13r300g: turn clip state into a CBMarek Olšák
2010-06-13r300g: turn blend color into a CBMarek Olšák
2010-06-13r300g: turn blend state into a CBMarek Olšák
2010-06-13r300g: add API for building command buffersMarek Olšák
The idea is to build a hardware command buffer for every CSO and memcpy the buffer to a command stream at bind time (or dirty-state-emission time, to be precise).
2010-06-13r300g: inline FLUSH_CSMarek Olšák
The fewer macros, the better.
2010-06-13r300g: reorder CS macros and document them a littleMarek Olšák
2010-06-13r300g: drop DBG_CSMarek Olšák
I'd like the CS macros to be as lightweight as possible for performance reasons.
2010-06-13r300g: inline CHECK_CSMarek Olšák
2010-06-13r300g: replace r300_cs_info with simplier get_cs_free_dwordsMarek Olšák
2010-06-13r300g: fix multiple render targetsMarek Olšák
This fixes tests/drawbuffers.
2010-06-13r300g: remove r300_state.hMarek Olšák
2010-06-13r300g: move two-sided stencilref fallback to its own fileMarek Olšák
2010-06-13r300g: move index buffer translate functions to their new homeMarek Olšák
2010-06-13r300g: add fallback for unaligned/unsupported vertex stride/offset/formatMarek Olšák
There is a problem though, the translate module cannot emit half float vertices.
2010-06-13r300g: upload only vertex buffers referenced by vertex elementsMarek Olšák
2010-06-12softpipe: small cleanupZack Rusin
2010-06-11scons: Disable i965g build if using MSVC.Vinson Lee
i965g uses C99 constructs that are not supported by MSVC.
2010-06-11scons: Disable i915g build if using MSVC.Vinson Lee
i915g uses C99 constructs that are not supported by MSVC.
2010-06-11r300/compiler: Implement simple loop emulationTom Stellard
The loop emulation unrolls loops as may times as possbile while still keeping the shader program below the maximum instruction limit. At this point, there are no checks for constant conditionals. This is only enabled for fragment shaders.
2010-06-11gallium/softpipe/draw: support samplers in geometry shadersZack Rusin
2010-06-10r300g: Fix memory leak on error path.Vinson Lee
2010-06-09r300g: try harder to create a transfer objectMarek Olšák
I was told this wouldn't help to fix the FDO bug #28443, but still, it's a harmless last resort. Also, linear textures safely fallback to an unpipelined transfer here.
2010-06-09r300g: debug output texture sizeMarek Olšák
2010-06-09r300g: return NULL texture early if buffer_create failsMarek Olšák
2010-06-09llvmpipe: fix copy & paste bug in clear logicRoland Scheidegger
fixes bug 28450.
2010-06-09nv: fix compile after the latest gs changesZack Rusin