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path: root/src/mesa/swrast
AgeCommit message (Collapse)Author
2007-04-19Put gl_program_machine into swrast structure rather than using a local variable.Brian
Basically an easy way to make sure the memory gets initialized once (to zero) to avoid lots of valgrind warnings.
2007-04-19remove invalid assertion (span->facing may be set because of polygonmode)Brian
2007-04-19Don't allow deferredTexture if using occlusion query and a frag shader.Brian
Occlusion query might depend on the shader killing/discarding fragments. Helps fix depth peeling technique. Also, minor tweaks in interpolate_wpos().
2007-04-18check _PreferPixelFog in _swrast_span_default_fog(), see bug 10669Brian
2007-04-18improved fog commentBrian
2007-04-17Enable texture sampling for vertex programs/shaders.Brian
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.
2007-04-14Fix sample_depth_texture() to handle texture rectangle coords.Brian
2007-04-14fix negative zoom factor bug (10636), more commentsBrian
2007-04-11as with prev commit, also fix color index mode zoomed depth copies (bug 10608)Brian
2007-04-11fix zoomed depth copies (bug 10608)Brian
2007-04-07fix references to non-existant sz4 fieldRichard Hughes
2007-04-07fix some CHAN_TYPE==GL_FLOAT breakageRichard Hughes
2007-04-07fix comment typoBrian
2007-04-05fix color storage bug in convolution pathBrian
2007-04-04init span.y=0 to silence warningsBrian
2007-04-04Overlapping copies with zoomZ=-1 were broken. See bug 10521.Brian
Need to check for overlapping src/dest regions before computing bottom-to-top vs. top-to-bottom order.
2007-03-27Restore the UseTexEnvProgram logic.Brian
Was removed during glsl-compiler work. Still need to go back and revisit this because of the interaction with fragment shaders...
2007-03-26Add _swrast_span_default_secondary_color() for use with glBitmap, ↵Brian
glDrawPixels, etc. Secondary color wasn't getting added to post-texture color when drawing bitmaps, images. See bug 10409.
2007-03-21merge from masterBrian
2007-03-211D convolution (and post-conv scale/bias) were inadvertantly applied to 2D ↵Brian
image transfers.
2007-03-18fix assertion in read_depth_pixels()Nicolai Haehnle
2007-03-18mesa: SWAP_BUFF support when calling DrawPixels(DEPTH_COMPONENT)Xiang, Haihao
or TexImage(DEPTH_COMPONENT)
2007-03-15add some rb->Data null ptr checks (bug 7205)Brian
2007-03-13be smarter about which fragment attribs are interpolated before running frag ↵Brian
progs
2007-03-13comment about SPAN_* vs FRAG_BIT_* valuesBrian
2007-03-13Check if FRAG_RESULT_COLR is written and update span->interpMask, arrayMask.Brian
Also, fix an assertion.
2007-03-11Implement support for GL_ARB_draw_buffers with GL_MAX_DRAW_BUFFERS > 1.Brian
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.
2007-03-10Implement gl_FrontFacing for fragment shaders.Brian
For the time being, we put the gl_FrontFacing value in the FOGC.Y input register. Combining FOGC and FrontFacing in one register is a bit of a hack and may need to be changed someday.
2007-03-10clean-up formattingBrian
2007-03-09Merge branch 'origin' into glsl-compiler-1Brian
Conflicts: src/mesa/main/context.c
2007-03-07fix deferredTexture bugBrian
2007-02-26if renderbuffer ptr is null, just returnBrian
2007-02-25remove unneeded includesBrian
2007-02-25remove 'maxInst' parameter from _mesa_execute_program()Brian
2007-02-25remove unused 'element' parameter from _mesa_execute_program()Brian
2007-02-24Remove unneeded _Fragment/VertexShaderPresent fields, update comments.Brian
2007-02-22Use the new unified vertex/fragment program interpreter from prog_execute.c.Brian
Currently, DDX, DDY don't work.
2007-02-22use MAX_PROGRAM_ENV_PARAMSBrian
2007-02-22Merge branch 'origin' into glsl-compiler-1Brian
Conflicts: src/mesa/main/state.c src/mesa/shader/program.c src/mesa/shader/program.h src/mesa/shader/programopt.c src/mesa/shader/slang/slang_execute.c src/mesa/sources src/mesa/swrast/s_arbshader.c src/mesa/swrast/s_context.c src/mesa/swrast/s_span.c src/mesa/swrast/s_zoom.c src/mesa/tnl/t_context.c src/mesa/tnl/t_save_api.c src/mesa/tnl/t_vb_arbprogram.c src/mesa/tnl/t_vp_build.c src/mesa/tnl/t_vtx_eval.c
2007-02-17Lots of changes to prog_print.c code.Brian
Mainly, allow printing programs in either ARB, NV or "debug" formats.
2007-02-14test for POT before using sample_2d_linear_repeat()Etienne Clement
2007-02-08consolidate BRA with BRK, CONTBrian
2007-02-08Simplify code with eval_condition(). Implement conditional BRK.Brian
2007-02-07Use IR_LOOP to represent do-while and for-loops.Brian
Also, start moving high vs. low-level instruction selection into slang_emit.c
2007-02-06BRK and CONT work the sameBrian
2007-02-06Implement CONT, improve BRK.Brian
IR_LOOP's BranchNode ptr is the head of a linked list of CONT and BRK nodes. After emitting loop, walk over the linked list, filling in the CONT/BRK instruction's BranchTarget field (location of the ENDLOOP instruction, or one past).
2007-02-05BRK instruction's BranchTarget field now used for efficiently breaking out ↵Brian
of loops. BRK's BranchTarget field actually points to the top of the loop, not the bottom, since we don't know the later's location yet. In the interpreter, basically do an indirect jump to update the PC.
2007-02-05Use IR node's BranchNode field for IF/ELSE/ENDIF instructions.Brian
This allows us to back-patch the IF/ELSE instruction's BranchTarget field to point to the location of the ELSE/ENDIF instructions. No longer have to search for ELSE/ENDIF in the interpreter. Also makes it trivial to translate IF/ELSE instructions into conditional/unconditional BRA instructions.
2007-02-05Initial implementation of high-level flow-control instructions.Brian
IF/ELSE/ENDIF and BEGIN_LOOP/END_LOOP/BREAK instructions seem to work. Disabled by default though until better tested. Implemented IR_NOT, but needs optimization.
2007-02-05Initial support of loop and subroutine instructions.Brian
New high-level flow-control instructions, both at IR level and GPU instructions for looping and subroutines.