Age | Commit message (Collapse) | Author |
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The linux-debug target builds...
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This determines if points should be rasterized according to GL point rules
or as normal quads (GL point sprites / d3d points / d3d point sprites).
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Don't need sprite coord origin per coord.
Also, don't need separate sprite enable bit - if all coords have it diabled,
then there are no point sprites (technically, there's a distinction in pre-GL3,
but it only differs in having more leniency in clamping to max size, something
the state tracker would need to handle and the hardware won't bother anyway).
Also, use packed field for the per-coord enables.
All in all, should save 3 dwords in rasterizer state (from 10 down to 7).
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The state tracker is responsible for clamping to any graphics API enforced
size min/max limits for both the static point_size setting as well as per
vertex point size (in the vertex shader).
Note that mesa state tracker didn't actually use these values.
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Conflicts:
docs/relnotes-7.6.html
progs/tests/Makefile
src/gallium/drivers/softpipe/sp_prim_vbuf.c
src/glx/x11/indirect.c
src/mesa/glapi/Makefile
src/mesa/glapi/dispatch.h
src/mesa/glapi/glapioffsets.h
src/mesa/glapi/glapitable.h
src/mesa/glapi/glapitemp.h
src/mesa/glapi/glprocs.h
src/mesa/main/dlist.c
src/mesa/main/enums.c
src/mesa/sparc/glapi_sparc.S
src/mesa/x86-64/glapi_x86-64.S
src/mesa/x86/glapi_x86.S
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Need to take the draw buffer's up/down orientation into consideration
when setting the sprite_coord_mode field.
Fixes inverted sprites when drawing into an FBO.
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state
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This was used to indicate OpenGL's lower-left origin for fragment window
coordinates for polygon stipple and gl_FragCoord.
Now:
- fragment coordinate origin is always upper-left corner
- GL polygon stipple is inverted and shifted before given to gallium
- GL fragment programs that use INPUT[WPOS] are modified to use an
inverted window coord which is placed in a temp register.
Note: the origin_lower_left field still exists in pipe_rasterizer_state.
Remove it when all the drivers, etc. no longer reference it.
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This fixes two-sided lighting for vertex shaders.
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Check for per-vertex point size must be done when vertex program changes.
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multisample enable is enabled by default, however gl mandates multisample
rendering rules only apply if there's also a multisampled buffer.
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Use this to set up hardware rasterization (if your hardware can
do it) or otherwise turn on various tweaks in the draw module.
Currently only hooked up to point biasing code.
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Fixes glean pointAtten failure.
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Use the code in cso_context.c rather than st_cache.c.
Basically, binding of state objects now goes through the CSO module.
But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're
not cached by the CSO module at this time.
Also, update softpipe driver to handle NULL state objects in various places.
This happens during context destruction. May need to update other drivers...
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This controls whether the window origin is considered to be the lower-left
or upper-left corner.
This effects computation of gl_FragCoord and the application of polygon stipple.
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Basically make cso hold the driver specific struct, while
managing the template.
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