Age | Commit message (Collapse) | Author |
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element buffers.
Now client-side vertex arrays and glDrawElements work.
More testing/debug/clean-up to come...
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This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
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tgsi_translate_mesa_program().
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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.
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fragment shader writes Z.
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Unfortunately, the generated fragment shader code is effectively unusable until
it handles quad->mask.
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which is being hit all the time. Done by Keith really.
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for each fragment program.
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This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e.
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This reverts commit 57b5d3605745c96ddc2b6de7d50c93db65ba1257.
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st_miptree_create()
This fixes rendering with small (4x4) textures with softpipe.
Haven't yet tested with i915.
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convolution).
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Have to map regions before calling get_tile()/put_tile().
Need to invert srcY of glCopyTexSubImage() depending on renderbuffers
up/down orientation.
Still need to invert image in fallback_copy_texsubimage() when needed.
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Start sketching out a fallback path based on surface->get_tile(), put_tile()
which will do format convertion and GL's pixel transfer ops.
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Create a texture matching the bitmap image and use a fragment program
to modulate current raster color by the boolean-valued texture. Need to
eventually use fragment culling (see comments in code).
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