Age | Commit message (Collapse) | Author | |
---|---|---|---|
2008-01-23 | gallium: remove support for separate depth/stencil buffers. Always combined ↵ | Brian | |
now. | |||
2007-12-17 | gallium: incorporate alpha state into depth_stencil state object. | Keith Whitwell | |
2007-12-09 | Fix looping for multi-color buffer writing. | Brian | |
2007-11-23 | gallium: remove sp_headers.h references. | Michal Krol | |
2007-11-23 | gallium: reorg tgsi directories. | Michal Krol | |
2007-11-18 | Implement early depth test. | Michal Krol | |
Early depth test is enabled when depth test is enabled and alpha test is disabled and fragment shader does not write depth. The early-z is implemented by moving the depth test stage just before the fragment shader stage and prepending it with an earlyz stage, introduced with this commit. The earlyz stage prepares the quad->outputs.depth for the following depth test stage by interpolating Z position, just as the fragment shader would do. | |||
2007-10-15 | implement logicop | Brian | |
2007-09-21 | Make the alpha test state a cso. | Zack Rusin | |
2007-09-18 | converting the setup state to immutable object and renaming it to rasterizer ↵ | Zack Rusin | |
state | |||
2007-09-18 | Combing depth and stencil objects and making them immutable. | Zack Rusin | |
Converting depth and stencil objects into a single state object (d3d10 like) and making it immutable. | |||
2007-09-18 | First stab at immutable state objects (create/bind/delete) | Zack Rusin | |
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. | |||
2007-08-13 | check if we have a zbuf before enabling depth_test stage | Brian | |
2007-07-13 | Implement AA points and AA coverage application in quad pipeline. | Brian | |
2007-07-13 | Added basic occlusion counting | Brian | |
2007-07-12 | Add a quad 'bufloop' stage to handle glDrawBuffer(GL_FRONT_AND_BACK). | Brian | |
This removes the notion of multiple color buffers from all other stages. Will need a bit more work when shaders with multiple render targets arrive. | |||
2007-07-12 | Added colormask, dither, multisample state. Implement colormasking stage. | Brian | |
2007-07-11 | Implement polygon stipple state tracking, application. | Brian | |
2007-07-10 | Begin hooking up stenciling. | Brian | |
2007-06-21 | alpha test and misc changes | Brian | |
2007-06-20 | checkpoint: implement z/depth testing | Brian | |
2007-06-20 | Rename "tile" files to "quad". | Brian | |