Age | Commit message (Collapse) | Author |
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Looks like the matter of texture formats is a lot simpler, with the wrong
display in quake explained by the fact that we are not handling texture combine modes.
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in the r300_run_immediate_render function.
Bumps up glxgears fps count by about 100 points.
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This can be tested with lesson19 from NeHe.
This has also shown that the alpha code does not work - we pick up a red tint
for transparent pixels somewhere.
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* move proven code into the r300_state.c
* update ClearBuffer to cope with more dynamic state
* cleanup !
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Hook it up, so lesson06 displays red colored textures.
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- Install custom (though inactive) pipeline
- Track depth test and culling state in hardware registers
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- Color buffer clear is accelerated, but flickers (possibly caused by a
recent DDX or Mesa change or bad merge)
- Everything else uses software fallback rendering
- There should be no clipping-related artifacts with the
sw-clipspan-fixes.patch against Mesa (posted on dri-devel)
- Multiple clients should be rock solid with a DDX patch that is soon to
come (soon = within the next hour or so)
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