Age | Commit message (Expand) | Author |
2009-01-30 | gallium: make p_winsys internal | Zack Rusin |
2009-01-27 | gallium: standardize api on the prefix "nr" | Zack Rusin |
2009-01-27 | gallium: standardize naming of masks | Zack Rusin |
2009-01-18 | g3dvl: Some cleanups. | Younes Manton |
2009-01-18 | g3dvl: Ref count everywhere. | Younes Manton |
2009-01-18 | g3dvl: Mark all buffers for incoming frame data as discardable. | Younes Manton |
2009-01-18 | g3dvl: Return BadAlloc if we can't create an XvMC surface. | Younes Manton |
2009-01-10 | nouveau: Factor out common winsys bits into libnouveaudrm.a | Younes Manton |
2009-01-10 | g3dvl: Use Gallium MALLOC wrappers. | Younes Manton |
2009-01-10 | g3dvl: Get rid of old unbuffered motion compensation code. | Younes Manton |
2009-01-10 | g3dvl: Map vertex bufs once per frame/flush. | Younes Manton |
2009-01-10 | nouveau: Catch some more leaks. | Younes Manton |
2009-01-10 | g3dvl: Allocate one set of bufs, let winsys rename them as necessary. | Younes Manton |
2009-01-10 | g3dvl: Expand YCbCr to full RGB range by default. | Younes Manton |
2009-01-10 | g3dvl: Flag textures holding incoming data as dynamic. | Younes Manton |
2008-12-02 | g3dvl: Map/unmap incoming block texture once per frame. | Younes Manton |
2008-12-02 | g3dvl: Use texture instead of surface for backbuffer. | Younes Manton |
2008-12-02 | g3dvl: Move MC shaders to a seperate file, #included in the original. | Younes Manton |
2008-10-17 | g3dvl: Get rid of state tracker unit tests, stale and not useful atm. | Younes Manton |
2008-10-04 | g3dvl: Ignore client flush requests unless entire frame is buffered. | Younes Manton |
2008-10-04 | g3dvl: Bad semantic index in shader decl. | Younes Manton |
2008-09-13 | g3dvl: Fix field coded block copy. | Younes Manton |
2008-09-12 | g3dvl: Implement surface sync functions. | Younes Manton |
2008-09-12 | g3dvl: Fullscreen fixes. Respect src & dst coords during scaling, clear FB. | Younes Manton |
2008-09-12 | g3dvl: Update softlinks to nouveau winsys files, related fixes. | Younes Manton |
2008-09-07 | g3dvl: Zero-block optimization. | Younes Manton |
2008-09-07 | g3dvl: Define texcoords seperately for luma, Cb, Cr textures. | Younes Manton |
2008-09-07 | g3dvl: Define block texcoords for each vertex instead of reusing pos. | Younes Manton |
2008-09-01 | g3dvl: Use consistent variable names. | Younes Manton |
2008-09-01 | g3dvl: Use one VB for all MBs, sort MBs at flush to determine placement. | Younes Manton |
2008-09-01 | g3dvl: Some clean ups. | Younes Manton |
2008-09-01 | g3dvl: Inline hint for relatively small, frequently called functions. | Younes Manton |
2008-09-01 | g3dvl: Re-enable buffer rotation, disable high quality 420->444 conversion. | Younes Manton |
2008-08-28 | g3dvl: Buffer the entire frame before rendering. | Younes Manton |
2008-08-18 | g3dvl: Use rotating buffers to avoid waiting for map(). | Younes Manton |
2008-08-16 | g3dvl: Modularized rendering, refactored to accommodate VAAPI, other APIs. | Younes Manton |
2008-08-16 | g3dvl: Merged tgsi/util and tgsi/exec moved some headers around. | Younes Manton |
2008-08-03 | g3dvl: Temporarily disable IDCT. | Younes Manton |
2008-07-30 | g3dvl: Use R16_SNORM instead of A8L8_UNORM for block rendering. | Younes Manton |
2008-07-23 | nv all: Copy shader tokens on create, free on delete. | Younes Manton |
2008-07-22 | g3dvl: Add Nouveau winsys, libdriclient. | Younes Manton |
2008-07-20 | g3dvl: Fix some memory leaks in the winsys. | Younes Manton |
2008-07-06 | g3dvl: IDCT part 1. | Younes Manton |
2008-07-06 | g3dvl: Round surfaces up to POT, use src rect when outputting surfaces. | Younes Manton |
2008-06-30 | g3dvl: Use block and stride instead of cpp and pitch. | Younes Manton |
2008-06-30 | g3dvl: Simplify shader code. | Younes Manton |
2008-06-30 | g3dvl: Support for field and frame based MC for progressive pictures. | Younes Manton |
2008-06-30 | g3dvl: Work around SP tex cache bug, specify resource usage flags. | Younes Manton |
2008-06-30 | g3dvl: Get rid of some Valgrind errors. | Younes Manton |
2008-06-08 | g3dvl: Reduce number of input vert streams by copying, reusing in shaders. | Younes Manton |