Age | Commit message (Collapse) | Author |
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move it to pipe/internal/p_winsys_screen.h and start converting
the state trackers to the screen usage
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(Technically once per flush, but we flush once per frame.)
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For blocks whose contents are derived completely from ref surfaces, don't
bother zero-ing the corresponding block in the luma/chroma textures, except
for the first such luma, chroma Cb, and chroma Cr each frame. All later
zero blocks are textured from that first zero block.
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Need to be able to address each texture separately to do zero-block.
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This is needed for zero-block optimization.
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Using linear interpolation when upscaling the chroma blocks causes some
discoloration around the edges.
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Must copy token stream on shader create, client is allowed to free
their copy after creating the state object.
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Nouveau winsys is based on Mesa's Nouveau winsys and soft-links to most of
it. The 'nouveau_context' and 'nouveau_screen' code contains most of the
changes, 'nouveau_winsys_pipe', 'nouveau_swapbuffers' and 'nouveau_lock'
contain some minor changes. The driclient library contains the DRI
userland stuff, most of which was based on Mesa's DRI code.
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Very basic IDCT support is in, performed CPU-side for now.
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MC support for frame and field based motion prediction. Also various bug
fixes, clean up.
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Get rid of some Valgrind memory leak and uninitialized var errors.
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