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2008-05-18r5xx: Fix typo of epic proportions.Corbin Simpson
2008-05-18r5xx: ALU/OUT fixups.Corbin Simpson
Lots of small changes. Intentionally breaks some tex stuffs.
2008-05-18Move _mesa_init_glsl_driver_functions() into shader_api.cBrian Paul
This allows making a bunch of functions static, and removes a state tracker dependency on driverfuncs.c cherry-picked from gallium-0.1
2008-05-18additional fog/color matrix changes from gallium-0.1Brian Paul
2008-05-18add state vars for color matrix, pixel transfer scale&biasBrian Paul
cherry-picked from gallium-0.1 (068c7bd912283e051a55b2fd5c4568685d10f3ed)
2008-05-18mesa: added internal post color matrix scale/bias varsBrian Paul
cherry-picked from gallium-0.1 (302daeb2ec62c59bd28d0c53cdc0fb07dc9d0f58)
2008-05-18fixes to _mesa_combine_programs(), from gallium-0.1Brian Paul
2008-05-18added div by zero check for Fog.End/Start (from gallium-0.1)Brian Paul
2008-05-18clean-ups / additions from gallium-0.1 branchBrian Paul
2008-05-18r300: fixup US_OUT_FMT bitsDave Airlie
2008-05-18r500: you can have a single texcoordDave Airlie
2008-05-17r5xx: Add OPCODE_KIL.Corbin Simpson
2008-05-17r5xx: Added OPCODE_DPH.Corbin Simpson
Like DP4, but with one swizzle change.
2008-05-17r5xx: Fix FRC.Corbin Simpson
This makes tri-frc work. (Remind me again why I'm allowed near a compiler, lawl.)
2008-05-17r5xx: Fix SCS.Corbin Simpson
Output instructions need to be marked OUT so they can write to the fifo. Also, negation doesn't work with SWZ yet.
2008-05-17r5xx: Add OPCODE_SWZ.Corbin Simpson
It's so easy!
2008-05-17r5xx: Add OPCODE_SCS.Corbin Simpson
It's disabled, though, because it doesn't work. I'll figure it out later...
2008-05-17r5xx: Adding more opcodes.Corbin Simpson
EX2, FRC, LG2, SIN, RCP, and RSQ, if you care. All of these except FRC are like COS. This pretty much rounds out the set of opcodes which can be done in one ALU inst.
2008-05-17r5xx: First swing at OPCODE_COS.Corbin Simpson
2008-05-17r5xx: Unbreak MAX and MIN.Corbin Simpson
Both of them had faulty copypasta.
2008-05-17r500: set fragprog end to correct placeDave Airlie
2008-05-17r300: SC register naming cleanupAlex Deucher
2008-05-17r500: write out the correct FP registersAlex Deucher
2008-05-16bring in fixes/changes from gallium-0.1Brian Paul
2008-05-16fix an attr/src mix-up when setting-up/binding vertex arraysBrian Paul
This fixes problems with incorrect material coefficients when glMaterial is called per-vertex.
2008-05-16fix merge collisionBrian Paul
2008-05-16silence warning, new assertionBrian Paul
2008-05-16free(key) in _tnl_UpdateFixedFunctionProgram()Shunichi Fuji
2008-05-16Fix a program refcounting error, don't share program parameter lists.Brian Paul
The refcounting bug was causing a memleak (unfreed programs). The old parameter list sharing is not needed since the change in how uniforms are handled.
2008-05-16minor changes to aid debuggingBrian Paul
2008-05-16remove stray, left-over RefCount++Brian Paul
2008-05-16whitespace/formattingBrian Paul
2008-05-16init SamplersUsed bits in _mesa_parse_arb_fragment_programBrian Paul
2008-05-16fix assertion typo: s/=/==/Brian Paul
2008-05-16Fix memory leak in _tnl_UpdateFixedFunctionProgramShunichi Fuji
2008-05-16Fix DRI buildBrian Paul
2008-05-15r500: default rsunit swizzle like fglrxDave Airlie
2008-05-15r500: shift tex src properlyDave Airlie
2008-05-15r500: fixup r500 rs unit texture coordinate countingDave Airlie
2008-05-15r500: remove some debuggingDave Airlie
2008-05-15r500: split output/pixel masks and emit in the correct placesDave Airlie
2008-05-15r3/500: emit RS state before VAPDave Airlie
2008-05-15r500: fixup the program allocations to be the correct sizesDave Airlie
2008-05-15r300: set screen so that context init can find out chip idsDave Airlie
2008-05-15r500: add cmp support in theoryDave Airlie
2008-05-15r500: some trivial fixups to get tri working.Dave Airlie
the counter was being used one instruction over the end
2008-05-15r500: we just need to emit a colour for clear drop tex instructionDave Airlie
2008-05-14Updated GLSL uniform/sampler handling from gallium-0.1 branchBrian Paul
Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch
2008-05-14mesa: new functions for managing list/index of uniformsBrian Paul
cherry-picked from gallium-0.1
2008-05-14clean-up swizzle fields in fog code, fix NegateBaseBrian Paul
cherry-picked from gallium-0.1