Age | Commit message (Collapse) | Author |
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New macros in context.h for testing state: NEED_SECONDARY_COLOR
and NEED_TWO_SIDED_LIGHTING.
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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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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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Instead of mstdio.[ch], use imports.[ch] to isolate these functions.
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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field is obsolete, but still present for now.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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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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Replace with ctx->Texture._TexMatEnabled, ctx->Texture._TexGenEnabled.
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Replace "RGBAMode" with "rgbMode", etc.
Other minor clean-ups.
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New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
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Store computed point size in the SWvertex struct.
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math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
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into a new directory. Specifically the handling of changes to lighting
lighting space (light in model vs. light in eye) have been revamped.
Moved several derived values used only by swrast into that directory.
Removed direct calls to swrast_flush() from vbrender.c -- pushed into
ctx->Driver.RenderFinish.
Optimized flat-shading case in swrast_setup.
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functionality layered on top of the software rasterizer.
An example entrypoint:
void _swsetup_Triangle( GLcontext, GLuint, GLuint, GLuint, GLuint )
will coerce the software rasterizer to draw flat, twoside-lit,
unfilled and offset triangles (including decomposition to points or lines).
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