Age | Commit message (Collapse) | Author |
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Add a 'CheckQuery()' driver callback to mesa to check query completion.
Make pipe_query an opaque type.
Rework softpipe queries, support overlapping occlusion queries.
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This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
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Make sure that we bind the right buffer (draw or read) when rebinding
the window framebuffer (the api doesn't allow binding different draw and
read buffers at the same time, but the default window framebuffer is basically
2 fb objects, one for read, one for write, which can be different). Pass both
of these two down the driver api (no driver uses this right now).
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Compute the region after we've locked (and possibly updated the buffer's size).
Same thing is needed for ctx->Driver.Clear().
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debug) it's only used there.
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"gl_" to match other structs.
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and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
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Update a lot of loops, conditionals to use the _TNL_FIRST/LAST_* values
instead of specific vertex attributes.
Remove the EdgeFlagv function from the GLvertexformat struct.
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GL_ARB_vertex_program.
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- When deleting texture objects, unbind from FBOs if necessary.
- Changed driver hooks for starting/ending render to texture.
- Now properly handle case where gl[Copy]TexImage() is called after
glFramebufferTexture[123]D(). That didn't work before.
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rendering to a texture has likely completed.
Fixed refcount issue in texture renderbuffer wrapper.
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depthstencil.c provides wrappers for treating depth/stencil buffers either
as regular depth or stencil renderbuffers.
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un-transforming light positions and spot directions when popping light
state off the attribute stack.
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ctx->Driver.Stencil*Separate() functions.
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yet).
Extends the query mechanism to query elapsed time while rendering.
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objects for future types of queries.
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Add a TextureMemCpy callback, called from texstore.c when copying
texture data via the memcpy_texture() path.
Enable this code in the via driver - 100% speedup in texdown.c results.
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Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
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which have to be processed in the 'loopback' path. If so, send
all vertices that way as the transition from playback->loopback has
several problems.
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Added fallback _mesa_get_[compressed]_teximage() routines to texstore.c
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alias with the corresponding ARB functions.
GL_ARB_vertex_shader (and OpenGL 2.0's) VertexAttrib functions don't alias
with conventional vertex attributes, as GL_NV_vertex_program does.
So, the ARB and NV version of VertexAttrib need to be distinct.
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Moved all code related to specific texture compression modes into
new texcompress_s3tc.c and texcompress_fxt1.c files (but not implemented).
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Only available with Xlib driver for now.
Assorted clean-ups related to Draw/ReadBuffer().
Renamed FRONT_LEFT_BIT -> DD_FRONT_LEFT_BIT, etc.
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program struct hierarchy.
Add driver callbacks to enable the above and make it possible to track
more changes to program objects.
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The internal driver interface was also changed to use
BlendEquationSeparate instead of BlendEquation.
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dd_function_table:BlendFuncSeparate. If a driver does not actually
support EXT_blend_func_separate, it can assume that the RGB and alpha
blend functions are the same.
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by calling _mesa_init_driver_functions() and then plugging in the driver-
specific functions.
In particular, make sure ctx->Driver.NewTextureObject points to the
appropriate driver function so that _all_ texture objects are augmented
with the driver-specific data.
Put in a bunch of assertions in the texture-related driver functions that
texObj->DriverData is valid. Remove old dead code in near future.
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points so that the calling conventions will work correctly with the assembler
stubs with the Open Watcom compiler.
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