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2010-06-11gallium/softpipe/draw: support samplers in geometry shadersZack Rusin
2010-06-09geometry shaders: make gs work with changable primitives and variable number ↵Zack Rusin
of vertices lots and lots of fixes for geometry shaders. in particular now we work when the gs emits a different primitive than the one the pipeline was started with and also we work when gs emits more vertices than would fit in the original buffer.
2010-06-08gallium: add basic support for stream output queriesZack Rusin
2010-06-08gallium: adjust the query interface to support custom typesZack Rusin
we need to change it to support composite types
2010-06-08gallium: rename draw_auto to draw_stream_output, plus fix a commentZack Rusin
Brian spotted those
2010-06-08gallium: make draw auto work and add relevant caps and docsZack Rusin
2010-06-08gallium: add interface for DrawAuto and implement it in softpipeZack Rusin
2010-06-08gallium: a lot more complete implementation of stream outputZack Rusin
interface wise we have everything needed by d3d10 and gl transform feedback. the draw module misses implementation of some corner cases (e.g. when stream output wants different number of components per output than normal rendering paths)
2010-06-08gallium: basic and initial implementation of the stream output interfaceZack Rusin
aka transform feedback
2010-06-07graw: add parse_geometry_shader helperKeith Whitwell
2010-06-06gallium: Add drm driver interfaceJakob Bornecrantz
This interfacre replaces the drm_api api it works very much the same way as drm_api but with the exception that its meant for the target to implement it. And it does not export a get function and neither a destroy function.
2010-06-07include/st: new file swrast_screen_create.hKeith Whitwell
2010-06-05mesa/st: add support for EXT_texture_swizzle.Dave Airlie
This passes on r300g, the only bit I'm not really sure about is the handling of the sampler_view in st_atom_texture.c, I unreference it there if the swizzle value changes and I also have to create a new set of functions to create a new one since the u_sampler.c ones don't handle swizzle so much. adds r300g + softpipe enables, I think other drivers could pass easily enough. Signed-off-by: Dave Airlie <airlied@redhat.com>
2010-06-03Merge branch 'gallium-newclear'Roland Scheidegger
Conflicts: src/gallium/state_trackers/python/p_context.i
2010-06-03gallium: rename clearRT / clearDS to clear_render_target / clear_depth_stencilRoland Scheidegger
more consistent with rest of gallium naming conventions. Also rename driver-internal names for these the same.
2010-05-31Define PUBLIC to dllexport on MSVC.Chia-I Wu
Define PUBLIC to __declspec(dllexport) when _MVC_VER is defined.
2010-05-28gallium: clear interface changesRoland Scheidegger
clears were a bit limited in gallium: - no scissoring (OGL only) nor explicit rectangle list (d3d9) - no color/stencil masks (OGL only) - no separate depth/stencil clears (d3d9/d3d10/OGL) - cannot really clear single color buffer (only with resource_fill_region) Additionally, d3d can clear surfaces not currently bound to the framebuffer. It is, however, not easy to find some common ground what a clear should be able to do, due to both API requirements and also hw differences (a case which might be able to use a special clear path on one hw might need a "normal" quad render on another). Hence several clear methods are provided, and a driver should implement all of them. - clear: slightly modified to also be able to clear only depth or stencil in a combined depth/stencil surface. This is however optional based on driver capability though ideally it wouldn't be optional. AFAIK this is in fact something used by applications quite a bit. Otherwise, for now still doesn't allow clearing with scissors/mask (or single color buffers) - clearRT: clears a single (potentially unbound) color surface. This was formerly roughly known as resource_fill_region. mesa st will not currently use this, though potentially would be useful for GL ClearBuffer. - clearDS: similar to above except for depth stencil surfaces. Note that clearDS/clearRT currently handle can handle partial clear. This might change however.
2010-05-25drm_api: Remove type argument from create screen callbackJakob Bornecrantz
With the removal of DRI1 support there where no use of this argument, some drivers didn't even properly check it.
2010-05-25gallium: Remove dri1_api.h and winsys support for DRI1Jakob Bornecrantz
Since DRI1 support was dropped from st/dri it makes no sense to keep this code around.
2010-05-21st_api: Give get_egl_image arguments directly to the functionJakob Borncrantz
2010-05-21gallium: Fix invalidate framebuffer with old libGL librariesJakob Bornecrantz
2010-05-21st_api: Add get param function to st_managerJakob Bornecrantz
2010-05-21Merge branch 'gallium-msaa'Roland Scheidegger
Conflicts: src/mesa/state_tracker/st_gen_mipmap.c src/mesa/state_tracker/st_texture.c
2010-05-21Merge branch 'gallium-front-ccw'Keith Whitwell
2010-05-17gallium: clean up resource_copy_region functionRoland Scheidegger
Previously, surface_copy was said to allow overlapping blits, and it was "optional". However, some state trackers actually assumed it is always present, and quite some code (like in u_blit) assumed overlapping isn't allowed. Hence, resource_copy_region (and in the same spirit, resource_fill_region) is now mandatory, but overlapping blits are no longer allowed. A driver can plug in the cpu fallback util_resource_copy_region if it does not want to provide its own implementation, though this is not optimal.
2010-05-17gallium: another interface change for multisamplingRoland Scheidegger
due to popular request, use nr_samples parameter in is_format_supported() instead of new is_msaa_supported() query. This makes it easily possible to query if a format with a given sample count is also supported not only as render target, but for sampler views (note that texture sampling from multisampled resources isn't supported yet). It is not quite how dx10 format msaa queries work, but we might need to revisit format queries completely in the future anyway.
2010-05-14gallium: convert rasterizer state to use gl-style front/back conceptsKeith Whitwell
Use front/back instead of cw/ccw throughout. Also, use offset_point/line/fill instead of offset_cw/ccw. Brings gallium representation of this state into line with its main user, and also what turns out to be the most common hardware representation. This fixes a long-standing bias in the interface towards the architecture of the software rasterizer.
2010-05-13gallium: Add tokens for Cygwin.Vinson Lee
2010-05-12graw: Make functions publicJakob Bornecrantz
2010-05-12gallium: Add new fine grained PIPE_CAP_xx for shader limits.José Fonseca
PIPE_CAP_GLSL and PIPE_CAP_SM3 not removed yet, as opcode support is not yet covered.
2010-05-12gallium: Make PIPE_CAP_xxx enums.José Fonseca
2010-05-04gallium: remove trailing comma in enum listBrian Paul
2010-05-04Merge commit 'origin/master' into gallium-msaaRoland Scheidegger
2010-05-03gallium: Remove loop register file.José Fonseca
It was only used for D3D's REP/END/BGNFOR/ENDFOR. D3D's aL register is just like another address register now.
2010-04-30Merge commit 'origin/master' into gallium-msaaRoland Scheidegger
2010-05-19Merge commit 'origin/graw-tests'Keith Whitwell
2010-05-17gallium: EXT_timer_query support.Mathias Fröhlich
Signed-off-by: Corbin Simpson <MostAwesomeDude@gmail.com>
2010-05-14gallium: remove forward declarations of non-existent objectsMarek Olšák
2010-05-14graw: combine graw_init and graw_create_window functionsKeith Whitwell
Different environments seem to want to create these in different orders. Abstract over this by combining the calls.
2010-05-14graw: move towards glut-like interface, add tri.cKeith Whitwell
2010-04-27gallium: fix glaring bugs in last commitRoland Scheidegger
2010-04-26gallium: interface changes for multisamplingRoland Scheidegger
add function to set sample mask, and state for alpha-to-coverage and alpha-to-one. Also make it possible to query for supported sample count with is_msaa_supported(). Use explicit resource_resolve() to resolve a resource. Note that it is illegal to bind a unresolved resource as a sampler view, must be resolved first (as per d3d10 and OGL APIs, binding unresolved resource would mean that special texture fetch functions need to be used which give explicit control over what samples to fetch, which isn't supported yet). Also change surface_fill() and surface_copy() to operate directly on resources. Blits should operate directly on resources, most often state trackers just used get_tex_surface() then did a blit. Note this also means the blit bind flags are gone, if a driver implements this functionality it is expected to handle it for all resources having depth_stencil/render_target/sampler_view bind flags (might even require it for all bind flags?). Might want to introduce quality levels for MSAA later. Might need to revisit this for hw which does instant resolve.
2010-04-26st_api: Remove st_moduleJakob Bornecrantz
The struct st_module isn't needed as it is the same thing as the st_api struct. That is they both represent the API. Instead just use a single function entry point to the the API.
2010-04-22gallium: use better param nameBrian Paul
2010-04-22gallium: fix comment language, remove dangling commentBrian Paul
2010-04-20gallium: replace pipe_resource::_usage with pipe_resource::usageBrian Paul
2010-04-20Merge branch 'gallium-index-bias'José Fonseca
2010-04-28gallium: remove trailing commaBrian Paul
2010-04-27gallium: Drop BGNFOR, ENDFOR, REP, and ENDREP opcodes.José Fonseca
Arcane DX9 opcodes that never were emitted by Mesa and have no DX10 counterpart. Slated for removal for quite some time now.
2010-04-19gallium: Add index bias parameter to draw_elements and friends.José Fonseca
indexBias corresponds to: - BaseVertexIndex parameter of D3D9's IDirect3DDevice9::DrawIndexedPrimitive method - BaseVertexLocation parameter of ID3D10Device::DrawIndexed Although a positive indexBias can be easily be implemented in Gallium by adding indexBias*stride to each vertex buffer base offset, a negative indexBias cannot, as the final vertex buffer offset could be negative. I'm not aware of this functionality being exposed to GL drivers, so for now all hardware drivers will just assert(indexBias == 0). See also: - http://msdn.microsoft.com/en-us/library/bb174369.aspx (D3D9) - http://msdn.microsoft.com/en-us/library/ff556126.aspx (D3D10 DDI)