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path: root/src/mesa/swrast/s_span.c
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2006-10-21move interpolate_varying() callBrian Paul
2006-10-21Move interpolate_texcoords() and interpolate_varying() calls into ↵Brian Paul
shade_texture_span(). Added some INLINE hints.
2006-10-19Consolidate some code into shade_texture_span().Brian Paul
Clean up logic for deferred texturing/shading.
2006-10-19fix problem when CHAN_BITS == 32 (bug 8704), remove unneeded assertionBrian Paul
2006-10-18added clamp_colors(), updated assertionsBrian Paul
2006-10-17Always convert colors to float before running a fragment shader/program.Brian Paul
2006-10-17Seperate interpolate_colors() and interpolate_specular().Brian Paul
Fix bugs in apply_aa_coverage().
2006-10-17apply_aa_coverage() for ubyte/ushort/floatBrian Paul
2006-10-17Fix CHAN_BITS=32 issues.Brian Paul
Save/restore array->ChanType in case colors are converted.
2006-10-12Lots of changes to support runtime renderbuffer depths.Brian Paul
_swrast_read_rgba_span() now takes a datatype parameter. New optimization for glReadPixels(format=GL_RGB). New glCopyPixels optimization for the simple, common cases.
2006-10-11use _mesa_convert_colors(), update some assertionsBrian Paul
2006-10-06deal with union/aliasing in convert_color_type()Brian Paul
2006-10-01New SWspan and SWspanarrays typedefs.Brian Paul
2006-09-29more changes for runtime renderbuffer depthsBrian Paul
2006-09-25Initial work for supporting different renderbuffer color depths at runtime.Brian Paul
2006-09-24Change logicop, blend, masking functions to use the colors/indexes in theBrian Paul
sw_span object, rather than an explicit parameter.
2006-09-24Roll the multi_write_rgba_span() code into _swrast_write_rgba_span().Brian Paul
2006-09-22Use _Enabled rather than _Active when checking for fragment shadersKeith Whitwell
2006-08-01Clean-up FEATURE_ARB_shader_objects #ifdefs. Bug 7492.Michal Krol
2006-04-26fix an assertionBrian Paul
2006-04-14Replace ctx->Const.MaxTextureUnits w/ ctx->Const.MaxTexture[Coord/Image]UnitsBrian Paul
in various places. Note that ctx->Texture.CurrentUnit needs to be tested against Coord/Image limits when referenced, not just in glActiveTexture().
2006-04-11More GLSL code:Michal Krol
- 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;
2006-03-21GLSL fixes:Michal Krol
- generate error on NULL pointers in glShaderSourceARB; - reinstall program object, if current, in glLinkProgramARB; - vertex and fragment shaders are optional in program object; - floor asm was wrongly computed for x86 back-end; - allow for (void) idiom in function prototypes; - all fixed-state uniforms are updated; - local variable initializers are working; - implement texture* and shadow* functions for vertex processor; - generate error if too many arguments in general constructor; - trim unused data in general constructor; - struct r-value field select was badly relocated; Changes: - add derived state gl_fog_attrib::_Scale; - add derived state gl_light::_CosCutoffNeg;
2006-03-03Fix bogus span mask in s_atifragshader.c leading to trouble when the pixel ↵Roland Scheidegger
was later discarded by z test (this fixes doom3 r200 renderpath with swrast). Fix calling _swrast_alpha_test potentially leading to bogus results when Alpha Test might not be enabled. While here, don't disable deferred_texture (early z) when ATI_fragment_shader is active, as it is not necessary (for the record, this boosts doom3 swrast performance by roughly a factor of 2 (4 seconds per frame now...) with the r200 render path, might be a worthwile optimization for fragment programs which don't write z).
2006-02-28check if active fragment shader for deferred texturing/shadingBrian Paul
2006-02-15Add arbshader stage.Michal Krol
2005-12-01get depthBits from the current drawbufferBrian Paul
2005-11-12Added OSMesaColorClamp(), bug 4917Brian Paul
2005-10-31check swrast->_FogEnabled instead of ctx->Fog.EnabledBrian Paul
2005-10-24fragment program writing to result.depth.z was brokenBrian Paul
2005-09-30added _swrast_get_row()Brian Paul
2005-09-29added _swrast_put_row()Brian Paul
2005-09-21replace GLdepth with GLuint and remove GLdepthBrian Paul
2005-09-20Change zLeft and zval to GLuint. Seems to fix 32-bit Z computationBrian Paul
2005-09-16Fix potential segfault when trying to read pixels outside renderbuffer bounds.Brian Paul
Use _swrast_get_values() which does clipping.
2005-09-15Replace GLuint with GLbitfield where appropriate. Also replace GLuintBrian Paul
with GLboolean in a few places.
2005-09-15Update includes post-splitting of s_texture.cBrian Paul
2005-09-03Remove last remnants of pre-renderbuffer code.Brian Paul
2005-09-02ATI_fragment_shader fixes: fix bug in passTexCoord (caused by recent ↵Roland Scheidegger
changes). Fix sampling from wrong texture unit. Apply swizzling before texture sampling, and hopefully get non-projected coordinates from swrast. (still does not work at all with sw doom3, way too dark just the same as with the doom3 arb2 path)
2005-08-27Rearrange the code related to GL_ARB_occlusion_object to generalize queryBrian Paul
objects for future types of queries.
2005-08-25removed GL_HP_occlusion_test extensionBrian Paul
2005-07-18s/clippping/clipping/Brian Paul
2005-07-01Remove NEW_RENDERBUFFER stuff.Brian Paul
Now, OLD_RENDERBUFFER marks code that needs to eventually be removed when all the drivers are updated to no longer need the SetBuffer() function.
2005-06-21check for NULL swrast->Driver.SetBuffer before calling itBrian Paul
2005-06-10be sure we have span texcoords before calling _swrast_texture_span()Brian Paul
2005-06-04set OLD_RENDERBUFFER=0, need to clean up a few more things before totally ↵Brian Paul
removing that
2005-06-04remove old span codeBrian Paul
2005-05-11Don't let FragmentProgram._Active influence choice of vertex vs pixelKeith Whitwell
fog.
2005-05-04Major check-in of changes for GL_EXT_framebuffer_object extension.Brian Paul
Main driver impacts: - new code for creating the Mesa GLframebuffer - new span/pixel read/write code Some drivers not yet updated/tested.
2005-05-04Add a facility to route all rasterization through a fragment programKeith Whitwell
which is automatically generated to match the current texture environment state. Introduces a new value ctx->FragmentProgram._Active which is true when either _Enabled is true or there is such a fragment program ready to run. To test out on a driver running the software rasterizer, set MESA_TEX_PROG=t in the environment. It goes without saying that performance is lower for the software rasterizer in this mode.