Age | Commit message (Collapse) | Author |
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Makes state emission into a 2 phase, prepare sets things up and accounts
the size of all referenced buffer objects. The emit stage then actually
does the batchbuffer touching for emitting the objects.
There is an assert in dri_emit_reloc if a reloc occurs for a buffer
that hasn't been accounted yet.
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These fields are no longer indexed by shader output. Now, we just have
a simple array of renderbuffer pointers.
If the shader writes to gl_FragData[i], send those colors to the N
_ColorDrawBuffers. Otherwise, replicate the single gl_FragColor (or
the fixed-function color) to the N _ColorDrawBuffers.
A few more changes and simplifications can follow from this...
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To do so, merge the remainnig necessary code from the buffers, blit, span, and
screen code to shared, and replace it with those.
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as non-aliasing and cope with the >32 attributes that result, taking
materials into account.
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This driver comes from Tungsten Graphics, with a few further modifications by
Intel.
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