Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ignore stencil
|
|
|
|
|
|
We weren't rendering correctly if the first thing drawn was a point (PRIM_MODE_POINT=0).
|
|
This is used to wrap user-space data in a pipe buffer object to allow more
uniform treatment of various things. For example, wrapping client-side
vertex arrays so they look like VBOs.
|
|
|
|
|
|
|
|
ignored for now
|
|
|
|
texture and level!=0)
|
|
|
|
|
|
tgsi_translate_mesa_program().
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fragment shader writes Z.
|
|
|
|
|