Age | Commit message (Collapse) | Author |
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Stencil is still broken.
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I'm not sure these are quite correct. The reflect demo doesn't assert
anymore, but it doesn't produce correct results either. SPE-based
vertex shader code needs to be disabled for relfect to run.
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Alpha test is currently broken because all per-fragment testing occurs
before alpha is calculated.
Stencil test is currently broken because the Z-clear code asserts if
there is a stencil buffer.
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THere are 64-bits in a uint64_t, not 128. Duh.
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Based on code from Mesa's state tracker.
Still need to implement fallbacks for those texture formats which can't
generally be rendered to.
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Plus, comments, clean-ups.
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place \o/
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rendering each level
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Passthrough is actually more tricky than you'd think...
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Not sure where the real bug is here yet, but for now this gives us correct
rendering in far more cases than previously.
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Not totally tested, but easily fixed if glitches are found.
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