Age | Commit message (Collapse) | Author |
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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You can verify this is correct with the following code.
assert (0x043f ==
(R300_VTX_W0_FMT | R300_VPORT_X_SCALE_ENA | R300_VPORT_X_OFFSET_ENA
| R300_VPORT_Y_SCALE_ENA | R300_VPORT_Y_OFFSET_ENA |
R300_VPORT_Z_SCALE_ENA | R300_VPORT_Z_OFFSET_ENA));
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This required reordering some of the functions which is why the diff is a little
larger.
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You can verify this is correct with the following code.
assert (0x00000001 == R300_INPUT_CNTL_0_COLOR);
assert (0x00000405 ==
(R300_INPUT_CNTL_POS | R300_INPUT_CNTL_COLOR |
R300_INPUT_CNTL_TC0));
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This reverts commit 93881edb46fc95e1cfb4ded4e8a5db92612d3e4d.
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This might help if with attaching GDB if the driver gets into a -EAGAIN loop.
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This reverts commit 0aa998b2ab6fdfe139b54de9868e2383440685d0.
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Also removed a couple of unused fields from the r300_memory_manager structure.
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Just for consistency; most of the code already uses __FUNCTION__.
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According to Aapo Tahkola the OpenGL specification defines the behaviour when
there are not enough vertices for the primitive type, thus DRI drivers do not
need to perform verification on the number of vertices per primitive.
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