Age | Commit message (Collapse) | Author |
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Remove dst_offset (not used)
Add nr_components, which could be calculated from format, but would be
too much effort.
Update i965 driver to cope.
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This controls whether the window origin is considered to be the lower-left
or upper-left corner.
This effects computation of gl_FragCoord and the application of polygon stipple.
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We were doing this for the sake of softpipe and the tgsi intergrepter since
we always need the fragment position and W-coordinate information in order
to compute fragment interpolants.
But that's not appropriate for hardware drivers.
The tgsi interpreter now get x,y,w information from a separate tgsi_exec_vector
variable setup by softpipe.
The new pipe_shader_state->input_map[] defines how vert shader outputs map
to frag shader inputs. It may go away though, since one can also examine
the semantic label on frag shader input[0] to figure things out.
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It's state tracker specific / not really necessary anyway.
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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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Something similar will return when geometry shaders are added, but for now
this interface is not required.
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This makes debugging a _lot_ easier.
In gdb, "print format" used to display 613570600, now you see PIPE_FORMAT_A8R8G8B8_UNORM.
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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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pipe_surface now has a pointer to the winsys which create/owns the surface.
This allows clean surface deallocation w/out a rendering context.
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The _rgba versions are temporary until the state tracker is updated.
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Fix warnings in draw_create_vertex_shader()
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This controls whether texcoords are interpreted as-is or scaled up from [0,1].
Fixes glDrawPixels/glBitmap problems on i915 when image is non power-of-two.
Also, cleans up the CSO sampler state for i915 a bit.
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Previously, output[0] was always Z and output[1] was color. Now output[0]
will be color if Z is not written.
In shade_quad() use the semantic info to determine which quantity is in
which output slot.
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fragment shader writes Z.
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Unfortunately, the generated fragment shader code is effectively unusable until
it handles quad->mask.
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Still need to produce decl instructions for vertex shaders...
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TGSI_ATTRIB_x tokens still present and used in a few places.
Expanded set of TGSI_SEMANTIC_x tokens for describing the meaning
of inputs/outputs. These tokens are in a crude state ATM.
Lots of #if 0 / disabled code to be removed yet, etc...
Softpipe and i915 drivers should be in working condition but not heavily tested.
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This is a step toward removing TGSI_ATTRIB_ tokens.
Basically, when translating Mesa programs to TGSI programs, pass in input and
output register re-maps, plus interpolation info.
There's some known breakage (cubemap.c) so more to be done...
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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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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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This will be used for:
GL_NV_transform_feedback, or similar GL3 functionality
glRasterPos
GL selection/feedback modes
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Replace VF_ATTRIB_x with TGSI_ATTRIB_x
When converting mesa programs to TGSI programs, also convert the InputsRead
and OutputsWritten to a mask of TGSI_ATTRIB_ bits.
Still need to do conversion for vertex programs...
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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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Renamed pipe_fs_state to pipe_shader_state since it can be used for both
vertex and fragment shader info.
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Not currently used.
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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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Remove surface ptr from gl_renderbuffer.
Use st_renderbuffer in most places.
More clean-up.
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