Age | Commit message (Collapse) | Author |
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of -I flags.
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Instead of separate fog/specular/texcoord/varying code, just treat all of
them as generic attributes. Simplifies the point/line/triangle functions.
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come...
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Basically an easy way to make sure the memory gets initialized once (to zero)
to avoid lots of valgrind warnings.
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This is a bit of a hack for now because the tnl module is using the swrast
module to fetch texels. The texture fetch/filter code should probably be
moved into the main/ module since it doesn't really depend upon other
swrast code.
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GL_MAX_DRAW_BUFFERS is currently 4.
Added gl_FragData[] output for fragment programs.
In _swrast_write_rgba_span() loop over the color outputs/renderbuffers.
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Fragment texcoords and varying code is now unified in the point/line/triangle
rasterization code. In the future, merge color, fog, etc. attribs.
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_swrast_read_rgba_span() now takes a datatype parameter.
New optimization for glReadPixels(format=GL_RGB).
New glCopyPixels optimization for the simple, common cases.
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- use macros to access and modify render inputs bit-field;
- un-alias generic vertex attributes for ARB vertex calls;
- use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS
(ARB code) in place of VERT_ATTRIB_MAX;
- define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex
attributes for ARB_vertex_shader;
- fix generic attribute index range check in arbprogparse.c;
- interface GLSL varyings between vertex and fragment shader;
- use 64-bit optimised bitset (bitset.h) for render inputs;
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TCC experiment.
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No need to pass the texture unit number as an argument.
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with GLboolean in a few places.
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Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
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no error detection, slow, may not be 100% correct but a good start
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Don't add diffuse and specular colors when using fragment program.
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and execute fragment programs. Very limited and experimental, but works
well enough to run arbfplight.c.
http://fabrice.bellard.free.fr/tcc/
Compile with 'make linux-tcc', being sure to make clean first.
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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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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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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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Misc vertex array / vertex program changes.
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Implemented DDX and DDY fragment program instructions (whew!)
Not fully tested yet.
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Implemented remaining fragment program instructions.
Initial changes to implement fragment program texture sampling.
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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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Replaced ctx->Color._DriverDrawBuffer with swrast->CurrentBuffer.
Replaced ctx->Pixel._DriverReadBuffer with ctx->Pixel._ReadSrcMask.
swrast->Driver.SetBuffer() takes FRONT/BACK_LEFT/RIGHT_BIT values now.
Added tokens and code for GL_AUX buffers, for completeness.
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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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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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