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path: root/src/mesa/pipe/cell/ppu/Makefile
AgeCommit message (Collapse)Author
2008-01-30Use SPUs for vertex shader processingIan Romanick
2008-01-21Cell: Added cell_surface.[ch] filesBrian
2008-01-21Cell: rename cell_surface.[ch] cell_clear.[ch]Brian
2008-01-21Cell: Add initial texture functionsBrian
2008-01-12Cell: first state object (depth/stencil/alpha) emitted to SPUsBrian
2008-01-11Cell: initial work for a hw-like batch buffer systemBrian
2008-01-11Cell: Remove the pre-vbuf rendering codeBrian
2008-01-10Cell: initial implementation of vbuf code.Brian
The draw module's vbuf stage builds buffers of post-transformed vertices and issues draw-elements calls to render them. We'll pass the vertex and index buffers to the SPUs...
2008-01-01Plug in more infrastructure for actual rendering.Brian
Track vertex/fragment shader state. Plug in pipe->draw_arrays(), pipe->draw_elements(). Plug render stage (a stub) into end of 'draw' pipeline. Specify a hard-coded vertex format for now.
2007-12-10Cell driver state-setter functions, basic tile get/put, glClear.Brian
The state setting code was mostly just copied from the softpipe driver. The SPUs can now get/put framebuffer tiles from/to main memory and clear them to a given color. Lots of debug code in effect. Tiled framebuffer is displayed in X window via the xmwinsys layer. To enable Cell driver, export GALLIUM_CELL=1
2007-12-05Add dependency checking for Cell driver sources.Brian
2007-12-02Initial Cell driver infrastructure.Brian
No real code yet. Just stand-ins and make/build infrastructure.