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path: root/src/mesa/drivers/dri/r300/r300_render.c
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2005-01-15On the way to getting stencil working.Vladimir Dergachev
2005-01-15On the way to getting stencil and texture formats working.Vladimir Dergachev
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.
2005-01-11Mipmapping and other texture filters now work.Aapo Tahkola
Beaware that R300_TX_MIN_FILTER_MASK might be incorrect because i havent been able to confirm that all filters operate correctly. Because of this its also pretty pointless trying to get other features that use filter field to work. Lod bias should also work but have been unable to test it because lodbias test doesnt work.
2005-01-11Switch back to using immediate mode code - use of AGP space is interfering ↵Vladimir Dergachev
with texture management. Ideally, r300_render is ready to be rewritten to use standard Mesa include files, but I don't think I'll get around to it.
2005-01-11Move the few definitions from r300_lib.h still in use to r300_emit.h.Vladimir Dergachev
Rework *vb* function to not use AOS_ARRAY structure, but rather work directly with r300->state.aos. Remove references to r300_lib.h and r300_lib.c Remove r300_lib.[c,h].
2005-01-10Bring vertex buffer code up to date..Vladimir Dergachev
2005-01-10For some reason we need r300Flush when using textures. Perhaps the problem isVladimir Dergachev
with BITBLT_MULTI call ?
2005-01-10Clean up the code and make it unnecessary to issue extra calls to Setup*ShadersVladimir Dergachev
in the r300_run_immediate_render function. Bumps up glxgears fps count by about 100 points.
2005-01-09Port EmitPixelShader from cmdbuf.c to SetupPixelShader in state.c.Vladimir Dergachev
2005-01-09Implement a more elaborate hashing scheme for texture formats. Still not ↵Vladimir Dergachev
perfect. Transform EmitVertexShader in cmdbuf.c to SetupVertexShader in state.c. The latter is only temporary and is to be rewritten to auto-generate shaders based on current GL context.
2005-01-06Added GL_POLYGON primitive. Single primitive between glBegin()/glEnd() now ↵Ben Skeggs
works.
2005-01-05Reduce the amount of debug output, while still printing important messages.Vladimir Dergachev
Make guessing texture formats easier.
2005-01-05Play a little bit with texture formats.Vladimir Dergachev
Get NeHe demos 06, 07 and 19 working.
2005-01-04Port code from r200 that implements color blending. Seems to work.Vladimir Dergachev
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.
2005-01-04Unify rendering of textured and non-textured primitives.Vladimir Dergachev
2005-01-04Major code restructuring:Vladimir Dergachev
* move proven code into the r300_state.c * update ClearBuffer to cope with more dynamic state * cleanup !
2005-01-03Add structs describing vertex and pixel shader state to r300_state.Vladimir Dergachev
Take apart program_pipeline() and move it into appropriate pieces within the driver. Test the framework on run_flat_render()
2005-01-03Turns out I left flat primitives in vertex buffer mode. Switch them back to ↵Vladimir Dergachev
immediate which works correctly..
2005-01-03Enable code to compute other constants that were used by R200 code.Vladimir Dergachev
Add fprintf to print these constants. Correct t->size computation, so it works now.
2005-01-03Port texture allocation code from R200.Vladimir Dergachev
Hook it up, so lesson06 displays red colored textures.
2005-01-02Cleanup !Vladimir Dergachev
I can not trigger any lockups now..
2005-01-02I think I fixed the lockups issue.Vladimir Dergachev
2005-01-02Get textures to work with NeHe lesson06.Vladimir Dergachev
The code is still disabled since we are displaying random image data instead of actual texture and because I had to put a sleep(1) in lesson06 drawing loop to prevent lockups.
2004-12-31Qualify the magic 20B0 register as SE_VTE_CNTL similar to R200. Looks like ↵Vladimir Dergachev
disabling Z offset and scaling displays gears properly, not sure why. Perhaps the meaning of the bits has changed ? Cleanup code a bit.
2004-12-31Add texture drawing code. Note: it is broken at the moment and is disabled ↵Vladimir Dergachev
in CVS. However, all hooks are there. Fix vertex buffer drawing code.
2004-12-30Rework slightly r300_get_primitive_type - make it clearer and more compact..Vladimir Dergachev
2004-12-30Update vertex buffer code (still does not work properly..)Vladimir Dergachev
2004-12-30Update to recent r300_lib.Vladimir Dergachev
Cleanup code that is not relevant anymore. Play with unknown2 parameter.
2004-12-30Hooked up projection matrix - the gears actually rotate !Vladimir Dergachev
2004-12-30Restructure code.Vladimir Dergachev
Add drawing code that uses vertex buffers - does not lockup, but does not draw correctly either.. Perhaps something to do with vertices being overwritten ? Start using hardware state retained by the driver and cut back on direct register writes significantly.
2004-12-29Rearrange code so we don't dump state as often.Vladimir Dergachev
2004-12-29Get most primitives working using immediate mode.Vladimir Dergachev
Glxgears displays "rotating" gears, all in the same place (no transform mode, remember ?) Work needs to be done to understand how to have glxgears working properly.
2004-12-29Bring in latest revision of r300_lib.Vladimir Dergachev
New capabilities: using vertex buffers, immediate vertex data, immediate indices.
2004-12-27Implement rendering of (flat color) QUAD primitives as an experiment.Vladimir Dergachev
2004-12-26Expose primitive types being rendered, in preparation to implement fixed ↵Vladimir Dergachev
pipeline primitive drawing. Note: these are only visible when export LIBGL_DEBUG=verbose is specified.
2004-11-02No visible changes, but commit the groundwork for further experiments:Nicolai Haehnle
- Install custom (though inactive) pipeline - Track depth test and culling state in hardware registers