Age | Commit message (Collapse) | Author |
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The effect of this mapping can be acheived by the state tracker and
setting up the pipe texture state pointers to incorporate its affects.
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Directly use struct pipe_buffer_handle for storage and struct pipe_surface for
(un)mapping.
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pipe->get_tex_surface() has to be used for access to texture image data.
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So far max point size, line width, texture anistopy and lod bias.
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Also, in st_init_limits(), clamp driver's values against Mesa's internal limits.
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The old supported_formats interface returned a list of formats
supported by a pipe/winsys implementation. This was reasonable
when gallium had a fixed list of predefined format.
Now things has changed and the definition of PIPE_FORMAT is
more flexible.
The new shiny is_format_supported interface gets PIPE_FORMAT
as an argument and returns a boolean whether this particular
format is supported.
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GLSL sampler variables indicate which texture unit to use for TEX instructions.
Previously, this was baked into the fragment/vertex program and couldn't be
readily changed once set.
Now, SamplerUnits[] array indicates which texture unit is to be used for
each sampler variable. These values are set with glUniform1i().
This is extra state that must be passed to the fragment/vertex program
executor at runtime.
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This allows surfaces to be allocated without a rendering context.
A few loose ends to resolve, but in working condition.
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This allows regions to be allocated w/out a rendering context.
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This reverts commit 11ce6244a79106c592364b30434b6ddade3fd6bb.
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state constant state object semantics.
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Allow driver custom allocation within cached objects. The shaders
are currently twiced (by cso layer and by the program itself).
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Basically make cso hold the driver specific struct, while
managing the template.
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Drivers can now create whatever they want from the state template. We
use cso_state object to store the template (necessary during lookups),
and the driver data. Convert blend state to the new semantics.
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state
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Converting depth and stencil objects into a single state object
(d3d10 like) and making it immutable.
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Switch the sample to be an immutable state object.
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We want our state objects to be immutable, handled via the
create/bind/delete calls instead of struct propagation.
Only implementing the blend state to see how it would look like
and work.
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This is already handled by the semanics of map(), etc.
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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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Creates a new pipe driver that feeds commands to either a hardware or
software pipe depending on fallback state.
Untested concept checkpoint. At this point it compiles.
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