Age | Commit message (Collapse) | Author |
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- Remove put/get tile, just have users call put_tile_raw, etc directly.
- Remove surface_data call, just map it locally.
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Provide an actual definition of the pipe_buffer struct, containing
the parameters used to create the buffer, and its refcount.
Shift refcounting buffers out of the winsys interface, similar to
surfaces & textures.
Rework pipebuffer/ to reflect the fact these changes, and also Michel's
reworking of the buffer interface.
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pipe_get/put_tile_rgba() now use pipe->get/put_tile internally.
Also simplify the <format>_get/put_tile_rgba() helper functions and clean up
some inconsitencies in them.
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It's now the responsibility of surface users to keep track of their mappings.
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Add a 'CheckQuery()' driver callback to mesa to check query completion.
Make pipe_query an opaque type.
Rework softpipe queries, support overlapping occlusion queries.
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The effect of this mapping can be acheived by the state tracker and
setting up the pipe texture state pointers to incorporate its affects.
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Something similar will return when geometry shaders are added, but for now
this interface is not required.
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surface, etc.
Additional types may be added in the future.
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This makes debugging a _lot_ easier.
In gdb, "print format" used to display 613570600, now you see PIPE_FORMAT_A8R8G8B8_UNORM.
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Directly use struct pipe_buffer_handle for storage and struct pipe_surface for
(un)mapping.
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pipe->get_tex_surface() has to be used for access to texture image data.
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So far max point size, line width, texture anistopy and lod bias.
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This broke the LLVM build because 'private' is a C++ keyword.
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The winsys object is now per-screen and shared by multiple contexts.
The regionPool is now part of the i915 winsys layer.
The winsys wait_idle() and flush_frontbuffer() funcs will get more attention...
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Also, in st_init_limits(), clamp driver's values against Mesa's internal limits.
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Move pipe_region/surface_reference functions to pipe/p_inlines.h.
Remove #include "p_util.h" from pipe/p_context.h.
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Use FREE, MALLOC, CALLOC, GETENV wrappers.
Silence compiler warnings.
Add proper copyrights.
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The old supported_formats interface returned a list of formats
supported by a pipe/winsys implementation. This was reasonable
when gallium had a fixed list of predefined format.
Now things has changed and the definition of PIPE_FORMAT is
more flexible.
The new shiny is_format_supported interface gets PIPE_FORMAT
as an argument and returns a boolean whether this particular
format is supported.
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GLSL sampler variables indicate which texture unit to use for TEX instructions.
Previously, this was baked into the fragment/vertex program and couldn't be
readily changed once set.
Now, SamplerUnits[] array indicates which texture unit is to be used for
each sampler variable. These values are set with glUniform1i().
This is extra state that must be passed to the fragment/vertex program
executor at runtime.
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This allows surfaces to be allocated without a rendering context.
A few loose ends to resolve, but in working condition.
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This allows regions to be allocated w/out a rendering context.
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The _rgba versions are temporary until the state tracker is updated.
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This reverts commit 11ce6244a79106c592364b30434b6ddade3fd6bb.
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state constant state object semantics.
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Allow driver custom allocation within cached objects. The shaders
are currently twiced (by cso layer and by the program itself).
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TGSI_ATTRIB_x tokens still present and used in a few places.
Expanded set of TGSI_SEMANTIC_x tokens for describing the meaning
of inputs/outputs. These tokens are in a crude state ATM.
Lots of #if 0 / disabled code to be removed yet, etc...
Softpipe and i915 drivers should be in working condition but not heavily tested.
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Basically make cso hold the driver specific struct, while
managing the template.
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Drivers can now create whatever they want from the state template. We
use cso_state object to store the template (necessary during lookups),
and the driver data. Convert blend state to the new semantics.
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Create/Delete calls should be split since in create we'll be
compiling them so we want to know which one it is (vertex/fragment).
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state
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Converting depth and stencil objects into a single state object
(d3d10 like) and making it immutable.
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Switch the sample to be an immutable state object.
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We want our state objects to be immutable, handled via the
create/bind/delete calls instead of struct propagation.
Only implementing the blend state to see how it would look like
and work.
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This is already handled by the semanics of map(), etc.
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This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
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This will be used for:
GL_NV_transform_feedback, or similar GL3 functionality
glRasterPos
GL selection/feedback modes
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Now dereferences the old object first.
Target object may be NULL to clear the pointer.
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They're now totally independent of the actual shaders.
Also, implemented in terms of pipe_buffer_handles/objects.
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