Age | Commit message (Collapse) | Author |
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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.
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(fragment ops).
This is very much like the clipper/setup pipeline for primitives.
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We should be able to render to any depth/format of X window now.
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Some git wierdness going on.
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This has some limitations as we currently require a mapped framebuffer,
so it only really works with double-buffered ximage rgba8888 windows.
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Conflicts:
src/mesa/main/state.c
src/mesa/shader/program.c
src/mesa/shader/program.h
src/mesa/shader/programopt.c
src/mesa/shader/slang/slang_execute.c
src/mesa/sources
src/mesa/swrast/s_arbshader.c
src/mesa/swrast/s_context.c
src/mesa/swrast/s_span.c
src/mesa/swrast/s_zoom.c
src/mesa/tnl/t_context.c
src/mesa/tnl/t_save_api.c
src/mesa/tnl/t_vb_arbprogram.c
src/mesa/tnl/t_vp_build.c
src/mesa/tnl/t_vtx_eval.c
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and expression temporarires. Much better register utilization now.
Lots of other fixes.
The OpenGL GLSL "orange book" brick shader demo works now.
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