Age | Commit message (Collapse) | Author | |
---|---|---|---|
2009-04-03 | i965: s/GL_FALSE/BRW_COMPRESSION_NONE/ | Brian Paul | |
2009-04-03 | i965: another checkpoint commit of new constant buffer support | Brian Paul | |
Everything is in place now for using a true constant buffer for GLSL fragment shaders. Still some bugs to find though. | |||
2009-04-03 | i965: fix response length param in brw_dp_READ_4() | Brian Paul | |
We were accidentally clobbering the next register. | |||
2009-04-03 | i965: change args to get_src_reg() to prep for new constant buffer support | Brian Paul | |
2009-04-03 | i965: check-point commit of new constant buffer support | Brian Paul | |
Currently, shader constants are stored in the GRF (loaded from the CURBE prior to shader execution). This severly limits the number of constants and temps that we can support. This new code will support (practically) unlimited size constant buffers and free up registers in the GRF. We allocate a new buffer object for the constants and read them with "Read" messages/instructions. When only a small number of constants are used, we can still use the old method. The code works for fragment shaders only (and is actually disabled) for now. Need to do the same thing for vertex shaders and need to add the necessary code-gen to fetch the constants which are referenced by the shader instructions. | |||
2009-04-03 | i965: remove unused code for sampling a constant buffer | Brian Paul | |
2009-04-03 | i965: code to setup a constant buffer sampler | Brian Paul | |
This code won't actually be used and will be removed in a subsequent commit. Just committing for posterity. | |||
2009-04-03 | i965: do negation and Abs in get_src_reg_imm() | Brian Paul | |
Fixes regression seen with progs/glsl/bump.c | |||
2009-04-03 | i965: comments | Brian Paul | |
2009-04-03 | i965: code to debug/dump instruction immediates | Brian Paul | |
2009-04-03 | i965: minor code movement, new comment | Brian Paul | |
2009-04-03 | i965: added new brw_dp_READ_4() function | Brian Paul | |
Used to read float[4] vectors from the constant buffer/surface. | |||
2009-04-03 | i965: new and updated comments | Brian Paul | |
2009-04-03 | mesa: more error message info | Brian Paul | |
2009-04-03 | mesa: clean up formatting and use 'return' instead of 'break' consistantly | Brian Paul | |
2009-04-03 | i965: comments for brw_SAMPLE() | Brian Paul | |
2009-04-03 | i965: comments for sampling code | Brian Paul | |
2009-04-03 | i965: add support for float literal instruction operands | Brian Paul | |
Call the get_src_reg_imm() function when it's permissible to generate a literal value src register. | |||
2009-04-03 | i965: remove 'nr' param from get_src/dst_reg() functions | Brian Paul | |
The value was always 1. | |||
2009-04-03 | i965: fix comment typo | Brian Paul | |
2009-04-03 | i965: comments, clean-up in prepare_wm_surfaces() | Brian Paul | |
2009-04-03 | i965: remove unneeded #includes | Brian Paul | |
2009-04-03 | i965: formatting clean-ups | Brian Paul | |
2009-04-03 | i965: comments, whitespace changes | Brian Paul | |
2009-04-03 | i965: rename scratch_buffer -> scratch_bo to be consistant with other buffers | Brian Paul | |
2009-04-03 | i965: fix indentation | Brian Paul | |
2009-04-03 | i965: whitespace changes, comments | Brian Paul | |
2009-04-03 | mesa: ensure pbo stencil buffers are mapped before use | Alan Hourihane | |
2009-04-02 | mesa: fix TexParameter functions | Roland Scheidegger | |
premature return in TexParameterf caused mesa to never call Driver.TexParameter breaking drivers relying on this (fix bug #20966). While here, also fix using ctx->ErrorValue when deciding to call Driver.TexParameter. Errors are sticky and uncleared errors thus would cause this to no longer get called. Since we thus need return value of set_tex_parameter[if] can also optimize this to only call when value changed. | |||
2009-04-02 | mesa: don't call ctx->Driver.ReadPixels() if width or height is zero | Brian Paul | |
2009-04-02 | mesa: don't call ctx->Driver.Draw/CopyPixels() if width or height is zero | Brian Paul | |
2009-04-02 | glsl: fix segfault in linker when vertex or fragment shader was missing | Brian Paul | |
2009-04-02 | dri glx: Fix dri_util::driBindContext | Thomas Hellstrom | |
1) Don't error-check here. It's done in glx makeCurrent. 2) Allow ctx and the dri drawables to be NULL for future use. This is currently blocked in glx makeCurrent. 3) Avoid updating dri drawables unless they are completely uninitialized. Since the updating was done outside of the lock, the driver need to verify and redo it anyway. Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com> | |||
2009-04-02 | dri glx: Propagate driver MakeCurrent errors. | Thomas Hellstrom | |
Signed-off-by: Thomas Hellstrom <thellstrom-at-vmware-dot-com> | |||
2009-04-01 | swrast: remove unused integer lerp functions | Brian Paul | |
2009-04-01 | mesa: get rid of gl_texture_object::_BorderChan | Brian Paul | |
2009-04-01 | dri: use BorderColor instead of _BorderChan | Brian Paul | |
2009-04-01 | swrast: remove old texture_apply() code; always use texture combine code | Brian Paul | |
2009-04-01 | swrast: fix bad optimization check | Brian Paul | |
2009-04-01 | swrast: remove unused parameter | Brian Paul | |
2009-04-01 | swrast: minor improvements, clean-ups in texcombine code | Brian Paul | |
2009-04-01 | mesa: simplify ycbcr->rgb conversion code | Brian Paul | |
2009-04-01 | mesa: convert more texture fetch functions to return GLfloat | Brian Paul | |
2009-04-01 | mesa: switch texel fetch functions from GLchan to GLfloat | Brian Paul | |
2009-04-01 | swrast: use float4_array typedef to simplify the code a bit | Brian Paul | |
2009-04-01 | mesa: texture combine clean-ups | Brian Paul | |
Use MAX_COMBINER_TERMS instead of 4. Rename some vars. Update comments. | |||
2009-04-01 | swrast: refactor depth/shadow sampling code | Brian Paul | |
2009-04-01 | swrast: general clean-up of texture combine code | Brian Paul | |
2009-04-01 | swrast: do texture sampling/combining in floating point | Brian Paul | |
The code's cleaner and a step toward supporting float-valued texture sampling. Some optimizations for common cases can be added and re-enabled... | |||
2009-04-01 | glsl: implement compiling/linking of separate compilation units | Brian Paul | |
A shader program may consist of multiple shaders (source code units). If we find there are unresolved functions after compiling the unit that defines main(), we'll concatenate all the respective vertex or fragment shaders then recompile. This isn't foolproof but should work in most cases. |