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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Something similar will return when geometry shaders are added, but for now
this interface is not required.
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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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Fences will be part of the pipe winsys interface, so remove this to avoid
merge conflicts later on.
This reverts commit ca7f68a7cf25a51f382bba8c42d8c6ab7db57b5d.
This reverts commit dec60d33b2570cf2bdce72a00a1539ee93133f91.
This reverts commit 90dd0cb822f2fe14258c786e5c37da69472b7d17.
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typedefs are rather evil, remove them and use the enum
keyword explicitely.
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on softpipe.
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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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Done to match the new cso semantics. translate in create,
use in bind and later delete.
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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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Basic i915 2D texturing seems to work now.
The vertex format is determined from the current fragment shader.
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format code.
Texture image/sampler state code should be working, but is disabled for now.
Need to fix outstanding issues with vertex formats and texcoords first...
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They're now totally independent of the actual shaders.
Also, implemented in terms of pipe_buffer_handles/objects.
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Doesn't compile, isn't built.
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The i915 driver now uses the software-based vertex shader interpreter
and draws everything through pipe->draw_arrays().
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Renamed pipe_fs_state to pipe_shader_state since it can be used for both
vertex and fragment shader info.
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Pipe drivers shouldn't really know much about mesa and certainly shouldn't
be #including files from src/mesa/main and the like.
I've also (in i915simple especially) moved over from GL types to
more conventional int/unsigned usage. This probably isn't really the
ultimate desired set of types to use - possibly C99 would be better. It
may even be that a subset of the GL types is preferable.
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These correspond to the dynamic indirect state, though they are
currently just pushed straight to the batch buffer.
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Not sure if finish() is the right interface yet.
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Doesn't yet compile, but when it does, it will only draw gouraud tris
and even those will be as simple as possible. Needs some 'winsys' support
also before that can happen.
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