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path: root/src/mesa/pipe/softpipe/sp_quad_fs.c
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2007-12-07Move struct softpipe_texture definition into sp_texture.hBrian
Also, added softpipe_texture() cast wrapper.
2007-12-06Hide texture layout details from the state tracker.Michel Dänzer
pipe->get_tex_surface() has to be used for access to texture image data.
2007-11-23gallium: reorg tgsi directories.Michal Krol
2007-11-16note problem with fragment coord Y orientationBrian
2007-11-02Cleanups.Zack Rusin
Remove some debugging output and try to make sure that Mesa compiles when configured without LLVM
2007-11-02Implement COS and CMP opcode.Zack Rusin
There's some weird rounding issue with COS that I can't figure out.
2007-11-02Add debugging ifdefs to make it less verboseZack Rusin
2007-11-02Get fragment shaders working on top of LLVM.Zack Rusin
Redo the entry points, get the output propagation correctly, interpolate the inputs before feeding into llvm for now.
2007-11-02Change the fragment shader signature to better match actualZack Rusin
arguments that we need there.
2007-11-02Add basic entry points for fragment shaders.Zack Rusin
2007-11-02Renaming llvmtgsi to gallivm. Taking first steps on the way to supportingZack Rusin
fragment shaders through llvm.
2007-10-29Make gallium compile in win32.Michal Krol
Use FREE, MALLOC, CALLOC, GETENV wrappers. Silence compiler warnings. Add proper copyrights.
2007-10-28Use FREE and MALLOC instead of free and malloc.Michal Krol
2007-10-27Use FREE instead of free. Fix newlines.michal
2007-10-27Enable SSE path.michal
2007-10-27Respect use_sse flag.michal
2007-10-27Add #ifs.michal
2007-10-27Enable SSE2 for fragment shaders.michal
2007-10-27Define destroy method called by softpipe's destructor.michal
2007-10-26Re-implement GLSL texture sampler variables.Brian
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.
2007-10-24Cleanup some code.Zack Rusin
2007-10-24Implement the conversion and do the initial execution pass.Zack Rusin
2007-10-24Initial stab at LLVM integration.Zack Rusin
2007-10-22remove unused varBrian
2007-10-22Finish unifying the surface and texture tile caches.Brian
2007-10-18Corrected the file permissions in src/mesa/pipe.Oliver McFadden
2007-10-10minor optimization for color/z resultsBrian
2007-10-09Pack fragment program outputs to be consistant with vertex programs.Brian
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.
2007-10-03Add outputs_written bitfield to pipe_shader_state, use it to determine if ↵Brian
fragment shader writes Z.
2007-10-03Move XSTDCALL definition to p_compiler.hBrian
2007-10-03handle frag progs that write ZBrian
2007-10-03Track fragment and vertex shader code generation via pipe shader state objects.Michel Dänzer
Unfortunately, the generated fragment shader code is effectively unusable until it handles quad->mask.
2007-10-02Implement/use fragment kill resultsBrian
2007-10-02Move tgsi machine state init/allocations so they're done less frequently.Brian
This, plus expanding all instructions ahead of time, seems to have improved the performance of program execution by 8x or so.
2007-09-27Enable codegen based whenever __i386__ is defined.Keith Whitwell
2007-09-24Enable SSE2 for FS.michal
2007-09-20remove #includes of tgsi_attribs.hBrian
2007-09-18Fix some issues with perspective-corrected interpolation.Brian
In mesa_to_tgsi.c, use TGSI_INTERPOLATE_PERSPECTIVE by default (to match post-transform vertex info convention). More to be done there... In sp_quad_fs.c, interpolate W in addition to Z. This fixes the divide by zero happening in perspective_interpolation() tgsi_exec.c As it was, we were only getting perspective correction of texture coords used by the TGSI_TEX instruction since it does a homogeneous divide. Other coords/varyings were incorrect.
2007-09-18Convert shader to an immutable state object.Zack Rusin
2007-09-18Combing 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.
2007-08-24Fix fragment program color output mapping (0=depth, 1=color)Brian
2007-08-24Fixup include paths after renameKeith Whitwell
2007-08-23Checkpoint: new vertex/fragment attribute namingBrian
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...
2007-08-23For the time being, interpolate Z in shade_quad() rather in the shader.Brian
This was causing trouble for the i915 driver.
2007-08-22Rework of shader constant buffers.Brian
They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects.
2007-08-20move ALIGN16-related macros into p_compiler.hBrian
2007-08-16Silence warnings.michal
2007-08-15Add UsageMask to DECLARATION in TGSI.michal
Interpolate FS attributes in the shader. Do not copy WPOS in FS.
2007-08-15Cleanup, do not use fp_attr_to_slot[] mapping array.michal
2007-08-14Continue reducing dependencies on core mesa include files.Keith Whitwell
Mainly down to the support for legacy TNL processing now.