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AgeCommit message (Collapse)Author
2007-12-15Use tile functions in new p_tile.[ch]Brian
This removes quite a bit of code duplicated in the drivers.
2007-12-11remove more -I pathsBrian
2007-12-11trim down -I optionsBrian
2007-12-11gallium: remove redundant clear_color state.Keith Whitwell
2007-12-11gallium: Remove feedback interfaces from pipe driver.Keith Whitwell
Something similar will return when geometry shaders are added, but for now this interface is not required.
2007-12-11Port i965 driver to Gallium3D.Zack Rusin
This is a squashed commit of i965 branch on ssh://people.freedesktop.org/~zack/mesa Because of the porting the branch often didn't compile so squashing it makes more sense. The port is still far from complete.
2007-12-07Disable, remove tnl module from the Gallium build since no longer used.Brian
2007-12-07Disable swrast, swrast_setup and driverfuncs in the build.Brian
The gallium/state tracker no longer uses them and this speeds up the build a bit.
2007-12-07Overhaul the Xlib winsys layer.Brian
Front/back color buffers are now allocated with ordinary malloc() via the winsys buffer functions. To display surfaces in SwapBuffers() or flush_frontbuffer() we create an XImage that wraps the surface, then use XPutImage to copy to the window. Shared memory transport disabled for now.
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
2007-11-22New vertex buffer stage.José Fonseca
2007-11-05Determine GL extensions/limits by making pipe queries.Brian
The state tracker calls pipe->get_param() to determine the GL limits and which OpenGL extensions are supported. This is an initial implementation that'll probably change...
2007-11-05move st_create_framebuffer() to new st_framebuffer.c fileBrian
2007-11-02Renaming llvmtgsi to gallivm. Taking first steps on the way to supportingZack Rusin
fragment shaders through llvm.
2007-11-01disable/omit renderbuffer span codeBrian
2007-10-31remove xm_dd.c from buildBrian
2007-10-31omit X point/line/triangle routinesBrian
2007-10-31switch to Xlib driver in pipe/xlib/Brian
2007-10-31No longer need st_update_tnl atom.Brian
2007-10-31Use ffvertex_prog.c code instead of t_vp_build.c code.Brian
2007-10-30added prog_cache.cBrian
2007-10-30Rename file since it's now a state atomBrian
2007-10-30added st_pixeltransfer.cBrian
2007-10-29Remove conditionals from the makefiles.Zack Rusin
2007-10-27Move mesa_to_tgsi.[ch] to state_trackerBrian
2007-10-24Cleanup some code.Zack Rusin
2007-10-24Refactor the tgsi->llvm storage translatorZack Rusin
2007-10-24Implement basic opcode translation and storage translation.Zack Rusin
2007-10-24Implement the conversion and do the initial execution pass.Zack Rusin
2007-10-24Initial stab at LLVM integration.Zack Rusin
2007-10-22plug the wide prims code into the pipelineBrian
2007-10-18added st_debug.cBrian
2007-10-14Added accum function/files.Brian
2007-09-27Make flushing more lazy in the draw module.Keith Whitwell
2007-09-25Translate mesa vertex/fragment programs to TGSI programs at same time to do ↵Brian
proper linking. Previously, programs were translated independently during validation. The problem is the translation to TGSI format, which packs shader input/outputs into continuous slots, depends on which vertex program is being paired with which fragment shader. Now, we look at the outputs of the vertex program in conjunction with the inputs of the fragment shader to be sure the attributes match up correctly. The new 'linked_program_pair' class keeps track of the associations between vertex and fragment shaders. It's also the place where the TGSI tokens are kept since they're no longer per-program state but per-linkage. Still a few loose ends, like implementing some kind of hash/lookup table for linked_program_pairs.
2007-09-18Finishing up rename of the setup state to the rasterizer state.Zack Rusin
2007-09-18move cso cache to the pipe directoryZack 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.
2007-09-18Implementing a better hash, removing state_tracker dependency from the cache.Zack Rusin
Replacing mesa's main hash with one that handles collisions, moving state_tracker related caching to the state tracker to keep cso cache independent of it. Cleanups.
2007-09-18First 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.
2007-09-17Plug in selection/feedback code.Brian
Not quite finished yet. Selection/feedback are done with a private instance of the 'draw' module in the state tracker. Not quite all the draw context's state is set yet, namely vertex format info. Hold off on that for a bit...
2007-09-10s/xm_softpipe.c/xm_winsys.c/Brian
2007-09-10added st_cb_rasterpos.cBrian
2007-09-06Initial work for post-transformed vertex feedback buffers.Brian
This will be used for: GL_NV_transform_feedback, or similar GL3 functionality glRasterPos GL selection/feedback modes
2007-09-06Move guts of glRasterPos down into T&L module.Brian
2007-08-30Consolidate vertex-related code in new draw_vertex.cBrian
A few functions which were basically duplicated between softpipe and the i915 driver are now re-used: draw_emit_vertex_attr() draw_compute_vertex_size()
2007-08-27Split out vertex shader/cache/fetch functionality from draw_prim.cKeith Whitwell
2007-08-25checkpoint in constant tracking reworkKeith Whitwell
2007-08-24Add tgsi_sse2.michal