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2010-10-01mesa: Trivial correction to commentIan Romanick
2010-10-01mesa: Fix misplaced #endifIan Romanick
If FEATURE_texture_s3tc is not defined, FXT1 formats would erroneously fall through to the MESA_FORMAT_RGBA_FLOAT32 case.
2010-10-01ARB_texture_rg: Add GL_COMPRESSED_{RED,RG} cases in _mesa_is_color_formatIan Romanick
2010-10-01mesa: Add ARB_texture_compression_rgtc as an alias for ↵Ian Romanick
EXT_texture_compression_rgtc Change the name in the extension tracking structure to ARB (from EXT).
2010-10-01savage: Remove unnecessary header.Vinson Lee
2010-10-01glsl: Remove unnecessary header.Vinson Lee
2010-10-01i965: Enable GL_ARB_texture_rgIan Romanick
2010-10-01mesa: Enable GL_ARB_texture_rg in software pathsIan Romanick
2010-10-01ARB_texture_rg: Allow RED and RG textures as FBO color buffer attachmentsIan Romanick
2010-10-01ARB_texture_rg: Add R8, R16, RG88, and RG1616 internal formatsIan Romanick
2010-10-01ARB_texture_rg: Handle RED and RG the same as RGB for tex envIan Romanick
2010-10-01ARB_texture_rg: Add GL_RED as a valid GL_DEPTH_TEXTURE_MODEIan Romanick
2010-10-01ARB_texture_rg: Add GL_TEXTURE_{RED,GREEN}_SIZE query supportIan Romanick
2010-10-01ARB_texture_rg: Correct some errors in RED / RG internal format handlingIan Romanick
Fixes several problems: The half-float, float, and integer internal formats depend on ARB_texture_rg and other extensions. RG_INTEGER is not a valid internal format. Generic compressed formats depend on ARB_texture_rg, not EXT_texture_compression_rgtc. Use GL_RED instead of GL_R.
2010-10-01ARB_texture_rg: Add GLX protocol supportIan Romanick
2010-10-01i965g: use Elements macro instead of manual sizeofsNicolas Kaiser
Signed-off-by: Nicolas Kaiser <nikai@nikai.net> Signed-off-by: Brian Paul <brianp@vmware.com>
2010-10-01i965: Fix up copy'n'pasteo from moving coordinate setup around for gen4.Eric Anholt
2010-10-01i965: Add real support for pre-gen5 texture sampling to the new FS.Eric Anholt
Fixes 36 testcases, including glsl-fs-shadow2d*-bias which fail on the Mesa IR backend.
2010-10-01evergreen : fix z format setting, enable stencil.richard
2010-10-01i965: Pre-gen6, map VS outputs (not FS inputs) to URB setup in the new FS.Eric Anholt
We should fix the SF to actually give us just the data we need, but this fixes regressions in the new FS until then. Fixes: glsl-kwin-blur glsl-routing
2010-10-01i965: Also increment attribute location when skipping unused slots.Eric Anholt
Fixes glsl1-texcoord varying.
2010-10-01i965: Fix the gen6 jump size for BREAK/CONT in new FS.Eric Anholt
Since gen5, jumps are in increments of 64 bits instead of increments of 128-bit instructions.
2010-10-01i965: Add gen6 attribute interpolation to new FS backend.Eric Anholt
Untested, since my hardware is not booting at the moment.
2010-10-01r600g: indentation fixesJerome Glisse
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
2010-10-01r600g: setup basic loop consts on r600 + evergreen.Dave Airlie
this sets up a single loop constant like r600c does.
2010-10-01r600g: only set the Z export if shader exports it.Dave Airlie
2010-10-01r600c: pull over 6xx/7xx vertex fixes for evergreenAlex Deucher
2010-10-01r600g: flush SH cache on constant change on evergreenDave Airlie
2010-10-01r600g: fix evergreen draw-buffersDave Airlie
just a typo in the register headers.
2010-10-01r600g: add cb flushing for extra buffers + depth buffer on r600/evergreenDave Airlie
2010-10-01r600g: sync vertex/texture cache on resources on evergreenDave Airlie
this gets rid of lots of the instability on evergreen, which isn't surprising since it really broken not to flush caches.
2010-10-01r600g: fixup vertex format picking.Dave Airlie
there are some vertex formats defined in r600c not in the docs.
2010-10-01r600g: add assembler support for other vtx fetch fields.Dave Airlie
this shouldn't change behaviour, just push the choice of what to do out to the shader.
2010-09-30i965: Split the gen4 and gen5 sampler handling apart.Eric Anholt
Trying to track the insanity of the different argument layouts for normal/shadow crossed with normal/lod/bias one generation at a time is enough. Fixes: glsl1-texture2D() with bias. (first test passing in this code that doesn't pass without it!)
2010-09-30i965: Use the lowering pass for texture projection.Eric Anholt
We should end up with the same code, but anyone else with this issue could share the handling (which I got wrong for shadow comparisons in the driver before).
2010-09-30glsl: Add a lowering pass for texture projection.Eric Anholt
2010-10-01r600g: realign evergreen code with r600 code.Dave Airlie
fixes segfault in depth-tex-modes-glsl and OA startup.
2010-09-30r600c: add reloc for CB_COLOR0_ATTRIBAlex Deucher
We'll need a reloc for tiling eventually, so add it now.
2010-10-01r600g: add reloc for evergreen color attribDave Airlie
we'll need this for color tiling on evergreen.
2010-10-01r600g: drop depth quirk on evergreenDave Airlie
none of the EG cards need the quirk.
2010-10-01r600g: add winsys support for CTL constants.Dave Airlie
These need to be emitted, we also need them to do proper vtx start, instead of abusing index offset.
2010-10-01r600g: fix evergreen depth flushing.Dave Airlie
although evergreen can apparantly sample direct from 24-bit, just make it work with the current method for now.
2010-10-01r600g: use Elements macro instead of manual sizeofsDave Airlie
2010-09-30draw: check for null sampler pointersBrian Paul
http://bugs.freedesktop.org/show_bug.cgi?id=30516
2010-09-30gallivm: added some commentsBrian Paul
2010-09-30r600g: keep a mapping around for each boJohn Doe
Save a lot of call into the kernel and thus improve performances. Signed-off-by: Jerome Glisse <jglisse@redhat.com>
2010-09-30r600g: don't double count dirty blockJohn Doe
This avoid to overcount the number of dwords we need and thus avoid maximazation of cs buffer use. Signed-off-by: Jerome Glisse <jglisse@redhat.com
2010-09-30evergreeng: avoid overlapping border color btw VS & PSJerome Glisse
Signed-off-by: Jerome Glisse <jglisse@redhat.com>
2010-09-30i965: Fix new FS handling of builtin uniforms with packed scalars in structs.Eric Anholt
We were pointing each element at the .x channel of the ParameterValues. Fixes glsl1-linear fog.
2010-09-30mesa: Don't reference a W component in setting up a vec3 uniform component.Eric Anholt
The 965 driver would try to set up storage for the W component, and the offsets would get mixed up.