Age | Commit message (Collapse) | Author |
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no error detection, slow, may not be 100% correct but a good start
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In x11 driver, map/unmap PBO as needed in DrawPixels functions.
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Don't add diffuse and specular colors when using fragment program.
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1015696)
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when fragment program references an incomplete texture
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program is enabled AND the currently bound program is valid.
Check _Enable instead of Enable to prevent things from blowing up
when someone calls glEnable(GL_VERTEX_PROGRAM_ARB) without actually
defining a program.
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Only available with Xlib driver for now.
Assorted clean-ups related to Draw/ReadBuffer().
Renamed FRONT_LEFT_BIT -> DD_FRONT_LEFT_BIT, etc.
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Note: extension may not be finalized yet - subject to change!
Note: implementation not fully suitable for h/w implementation yet.
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glFogCoord didn't always work reliably.
ARB fragment program fog options work now.
Per-fragment fog computations are now perspective corrected.
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programs are enabled and if they need secondary color input register.
Patch by Karl Rasche, with tweaks by Brian.
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they show up in the list (GLU stuff) for some reason. The major change
here is the addition of code in the glx86asm.py file to generate assembler
stub entry points with the correct name decorations for _stdcall calling
conventions so this can be used on Windows boxes.
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New macros in context.h for testing state: NEED_SECONDARY_COLOR
and NEED_TWO_SIDED_LIGHTING.
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Misc vertex array / vertex program changes.
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Fixed some vertex array / vertex program glitches with glDrawElements.
Fixed some fragment program runtime bugs.
Non-trivial Cg programs are running now.
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Implemented TXD instruction.
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Basic fragment program texture instructions are limping along.
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Implemented remaining fragment program instructions.
Initial changes to implement fragment program texture sampling.
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Clean-up and optimize _swrast_texture_table_lookup().
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Re-org of some GL_NV_vertex_program code.
Replace MAX_TEXTURE_UNITS with MAX_TEXTURE_COORD_UNITS and MAX_TEXTURE_IMAGE_UNITS.
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1. Remove all.h and PC_HEADER junk.
2. Rolled mem.c and mem.h into imports.c and imports.h
3. Include imports.h instead of mem.h
Restore _mesa_create/initialize_context() to be like they were in 4.0.4
New wrappers for a few std C functions: _mesa_atoi(), _mesa_strstr(), etc.
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data are broken out into a new struct span_arrays which is allocated
per-context (to avoid huge stack allocations - a problem on Windows).
This lets us use span.redStep instead of span->redStep (for example) to
hopefully get slightly better performance in the triangle functions.
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indicates the read AND draw color buffer for all software rasterization.
Lots of related clean-ups. See RELNOTES-4.1 for details.
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Replace struct gl_texure_object's Dimension w/ Target field.
Added _EnabledUnits to struct gl_texture_attrib - the _ReallyEnabled
field is obsolete, but still present for now. This effectively
removes the 8-texture units limit, 32 units now possible, but unlikely!
New TEXTURE_1D/2D/3D/CUBE/RECT_BIT tokens for unit->_ReallyEnabled field.
Updated device drivers to use ctx->Texture._EnabledUnits.
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Added _mesa_printf()
Updated SetDrawBuffer() function in all drivers (ala 4.0.3)
Import 4.0.3/DRI changes.
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Simplification of some of the texture application code.
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on the stack frame in the point/line/triangle functions. (Klaus Niederkrueger)
This should solve the performance problem Karl found on Windows.
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Big clean-up of line drawing code.
Removed many obsolete span processing functions.
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ditch the pb (pixel buffer) code.
Converted point drawing, bitmaps and aa lines to use new span functions.
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minor adjustments in the dri drivers for twosided lighting to work again.
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clear that these are owned by t_vb_render.c.
Make swrast_setup opaque - it now hooks itself directly into
tnl->Driver.Render.*. Add a _swsetup_Wakeup() call that does this.
Update X11 (tested), osmesa and FX drivers for this change.
FX compiles but is probably broken as the changes there are large. It was the
only remaining driver that used the internal _swsetup_ functions for
interp and copy_pv. This usage has been replaced with code from the DRI
tdfx driver.
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