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2007-08-23get rid of VERT_RESULT_ usageBrian
2007-08-23map Mesa vertex attribs/arrays to TGSI attribsBrian
2007-08-23Checkpoint: new vertex/fragment attribute namingBrian
Replace VF_ATTRIB_x with TGSI_ATTRIB_x When converting mesa programs to TGSI programs, also convert the InputsRead and OutputsWritten to a mask of TGSI_ATTRIB_ bits. Still need to do conversion for vertex programs...
2007-08-23TGSI_ATTRIB_ tokensBrian
2007-08-23define new TGSI_ATTRIB_ tokens for program inputs/outputs, plus translation ↵Brian
functions
2007-08-23comment about code duplicationBrian
2007-08-23clean-up commentsBrian
2007-08-23remove dead/debug code, misc clean-upBrian
2007-08-23Checkpoint commit: i915 texture works, use new vertex_info structBrian
Basic i915 2D texturing seems to work now. The vertex format is determined from the current fragment shader.
2007-08-23Define a re-usable vertex_info structure to describe vertex layouts.Brian
This also includes legacy #defines for VF_ATTRIB_*, FRAG_ATTRIB_*, etc tokens. Those will go away eventually, but at least we no longer need vf/vf.h
2007-08-23For the time being, interpolate Z in shade_quad() rather in the shader.Brian
This was causing trouble for the i915 driver.
2007-08-22Checkpoint: texture image and sampler state handling, plus better vertex ↵Brian
format code. Texture image/sampler state code should be working, but is disabled for now. Need to fix outstanding issues with vertex formats and texcoords first...
2007-08-22fix assertions in swizzle()Brian
2007-08-22more debug outputBrian
2007-08-22Need to store vendor and renderer strings in the context.Brian
As it was, we always returned the same pointer. So glxinfo, which calls glGetString() before printing anything, was printing the same string for both vendor and renderer.
2007-08-22remove old draw_vertices()Brian
2007-08-22Add deco_caps.c.michal
2007-08-22First pass on tgsi deco.michal
2007-08-22Include headers.michal
2007-08-22New file.michal
2007-08-22New file.michal
2007-08-22Sampler state code now compiles and is built. Not tested yet.Brian
2007-08-22added border_color to sampler stateBrian
2007-08-22Improved pipe_region/surface_reference() functionsBrian
Now dereferences the old object first. Target object may be NULL to clear the pointer.
2007-08-22Rework of shader constant buffers.Brian
They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects.
2007-08-22Import some sampler state code.Keith Whitwell
Doesn't compile, isn't built.
2007-08-22code movement, null ptr checks, etcBrian
2007-08-22remove unneeded includeBrian
2007-08-22remove unneeded includesBrian
2007-08-22Obsolete.Brian
2007-08-22don't need i915_fpc.cBrian
2007-08-22implement negation for src operandsBrian
2007-08-22Clear all the dirtyflag wordsKeith Whitwell
2007-08-22Remove duplicate i915 shader disassemblerKeith Whitwell
2007-08-21Headers.michal
Fix alignment issues. Silence compiler warnings. More debugging code.
2007-08-21Silence compiler warnings.michal
2007-08-21Define __MSC__.michal
Make ALIGN macros more error-proof.
2007-08-21temporarily call _mesa_enable_sw_extensions() so we can run more test progs ↵Brian
without failing the extension checks
2007-08-21commentsBrian
2007-08-21Fragment shader translation seems to basically work now. More testing needed.Brian
2007-08-21fix cut and pastekeithw
2007-08-21First pass at a fallback concept for pipe devices.Keith Whitwell
Creates a new pipe driver that feeds commands to either a hardware or software pipe depending on fallback state. Untested concept checkpoint. At this point it compiles.
2007-08-21Add missing #includeKeith Whitwell
2007-08-21added fpc sourcesBrian
2007-08-21Initial check-in of i915 fragment program translation (from tgsi).Brian
2007-08-20Set viewport state so viewport matches window dims.Brian
trivial/readpixels.c works again.
2007-08-20Move vertex transformation/shader code into draw_prim.c to avoid need for ↵Brian
vs_flush() function pointer.
2007-08-20move ALIGN16-related macros into p_compiler.hBrian
2007-08-20include draw_context.hBrian
2007-08-20Update glClear and glDrawPixels code.Brian
Since they're implemented by drawing quadrilaterals (and go through vertex transformation and viewport mapping) we don't have to invert Y coords.