Age | Commit message (Collapse) | Author |
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Basically, add userBuffer/Data/Size fields to _DriBufferObject, check those
fields in driBOMap/Unmap().
New driGenUserBuffer() function.
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element buffers.
Now client-side vertex arrays and glDrawElements work.
More testing/debug/clean-up to come...
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This is used to wrap user-space data in a pipe buffer object to allow more
uniform treatment of various things. For example, wrapping client-side
vertex arrays so they look like VBOs.
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ignored for now
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texture and level!=0)
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This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
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tgsi_translate_mesa_program().
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Previously, output[0] was always Z and output[1] was color. Now output[0]
will be color if Z is not written.
In shade_quad() use the semantic info to determine which quantity is in
which output slot.
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are needed.
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fragment shader writes Z.
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The code generated for the glxgears vertex shader didn't fit, causing a crash.
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Unfortunately, the generated fragment shader code is effectively unusable until
it handles quad->mask.
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It was decided after all to stick to 'pipes' here, even though the actual
meaning is now 'planes'.
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structure so allocate a private copy of it.
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location.
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the clipping code.
(really done by Keith)
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which is being hit all the time. Done by Keith really.
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in the state functions.
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