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2008-04-20gallium: Refcount textures.José Fonseca
Pipe driver does refcount textures. If cso_context does not, dangling pointers appear.
2008-04-19draw: rearrange debug codeKeith Whitwell
2008-04-19translate: fix several bugsKeith Whitwell
- specify cdecl calling convention on WIN32 - fix load bgra8 function - fix previous don't crash fix.
2008-04-19draw: add missing translate->set_buffer for fetch emit pathKeith Whitwell
2008-04-19translate: don't crash on failure to create sse versionKeith Whitwell
2008-04-19rtasm: include yet another i386 define varientKeith Whitwell
2008-04-19draw: fix scons buildKeith Whitwell
2008-04-19draw: move incoming vertex state into draw->ptKeith Whitwell
This state is effectively private to the vertex processing part of the draw module.
2008-04-19draw: make draw_reset_vertex_ids private to the draw_pipe_* codeKeith Whitwell
2008-04-19draw: make room for extra_vs_outputsKeith Whitwell
2008-04-19draw: put pipeline flushing behind a new interfaceKeith Whitwell
2008-04-19draw: move pt_pipeline code to draw_pipe.cKeith Whitwell
This is now the drawing interface to the pipeline. No more calling into pipeline.first->tri(), etc.
2008-04-19draw: always emit header in draw_pt_fetch.cKeith Whitwell
2008-04-19draw: move some pipeline-specific code & state to draw_pipe.[ch]Keith Whitwell
2008-04-19draw: remove dead file pipe_wide_prims.cKeith Whitwell
2008-04-19draw: remove named clipmask flags, tidy up pt middle endsKeith Whitwell
2008-04-19draw: remove dead codeKeith Whitwell
2008-04-19draw: rename pipeline files to draw_pipe_*Keith Whitwell
2008-04-19cell: don't need to trim primsKeith Whitwell
2008-04-19softpipe: don't need to trim primsKeith Whitwell
2008-04-19draw: sort makefile sourcesKeith Whitwell
2008-04-19draw: rename draw_vertex_shader.c -> draw_vs.cKeith Whitwell
2008-04-19draw: remove draw_debug.cKeith Whitwell
2008-04-19draw: make draw_pt_fetch_emit use translate facilityKeith Whitwell
2008-04-19draw: remove more dead data structuresKeith Whitwell
2008-04-19draw: remove dead data structuresKeith Whitwell
2008-04-18draw: remove draw_vertex_fetch.cKeith Whitwell
2008-04-18draw: remove old draw_vertex_shader_queue_flush functionKeith Whitwell
2008-04-18draw: remove old vertex_shader->run() functionsKeith Whitwell
2008-04-18draw: remove draw_vertex_cache.cKeith Whitwell
2008-04-18draw: remove draw_prim.cKeith Whitwell
2008-04-18draw: switch over to draw_pt paths, will remove old code shortlyKeith Whitwell
2008-04-18draw: remove draw_vf code, use translate insteadKeith Whitwell
2008-04-18translate: missing fileKeith Whitwell
2008-04-18gallium: get rid of unnecessary surface mappingBrian Paul
2008-04-18gallium: a few commentsBrian Paul
2008-04-18gallium: implement recip sqrt() with C code for now.Brian Paul
Some conformance lighting tests fail with the SSE rsqrt instruction.
2008-04-18draw: remove fetch_pipeline middle end -- just use the general pathKeith Whitwell
2008-04-18translate: add sse version based on old draw_vf_sse.cKeith Whitwell
2008-04-18rtasm: add x86_imulKeith Whitwell
2008-04-18tgsi: add const qualifier to tokens on sse emitKeith Whitwell
2008-04-18softpipe: fix const-related compiler warningsKeith Whitwell
2008-04-18rtasm: add a couple more insns, clean up x86_mulKeith Whitwell
2008-04-18gallium: Always pass colour clear value to driver as A8R8G8B8.Michel Dänzer
2008-04-18gallium: Add missing files to scons.José Fonseca
2008-04-18draw: split off all the extra functionality in the vertex shaderKeith Whitwell
This will at least allow us to make the initial gains to get decent vertex performance much more quickly & with higher confidence of getting it right. At some later point can look again at code-generating all the fetch/cliptest/viewport extras in the same block as the vertex shader. For now, just need to get some decent baseline performance.
2008-04-17gallium: tweak x/ybias valuesBrian Paul
2008-04-17gallium: add missing pipe_surface_unmap() callBrian Paul
2008-04-17gallium: plug in a select_destroy() function (fixes segfault on exit)Brian Paul
2008-04-17gallium: assert that we're not deleting the currently bound shaderBrian Paul