Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
been using it with the DRI for long enough without any issues and we
need it to include the katmai functions.
- Make katmai assembly work with the debug tests.
- A few general cleanups.
|
|
|
|
|
|
|
|
|
|
of potential problems
|
|
|
|
|
|
|
|
|
|
|
|
will have implementations in assembly code. To come: texture image
conversions, more of internal T&L pipeline and so on.
|
|
Added GLvector4us datatype in math/m_vector.[ch]
Added _math_trans_4us() in math/m_translate.[ch]
Choose GLvector4ub, GLvector4us, GLvector4f at compile time based on CHAN_BITS.
Made Driver.ClearColor() and Driver.ClearIndex() optional driver functions.
Changed args to Driver.ClearColor(), updated drivers.
Reordered files in Makefile.X11
|
|
Allow drivers to perform the perspective divide themselves. Assembly
to do cliptesting without perspective divide for size-4 vectors.
|
|
that used to require a 'ReducedPrimitiveChange' callback.
Various compilation fixes for XFree86.
Reverted to the older version of glcore.h used internally in XFree86, and
moved it to 'Mesa/include/GL/internal/glcore.h', for compatibility with
XFree86.
|
|
|
|
Clean-up of color conversion macros.
New mmath.h macros (IROUND, IFLOOR, ICEIL, FRAC) used in various places.
|
|
Bump MAX_TEXTURE_UNITS to 8
Fix mem. leak in destroy_lists
Fix crash in q3 (cva generally)
|
|
New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
|
|
driver (enable with FX_ALLOW_VTXFMT=t).
|
|
|
|
* Added missing #includes all over the place
* Added GGI-style debugging harness to GGIMesa
|
|
* Added missing includes to math/*
|
|
Added _mesa_enable_sw_extensions(), called by software-only drivers
to enable all s/w-supported GL extensions.
|
|
math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
|