Age | Commit message (Collapse) | Author |
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Remove/disable the attrib/slot mapping arrays in a few places.
Work in progress...
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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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This is a step toward removing TGSI_ATTRIB_ tokens.
Basically, when translating Mesa programs to TGSI programs, pass in input and
output register re-maps, plus interpolation info.
There's some known breakage (cubemap.c) so more to be done...
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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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Replacing mesa's main hash with one that handles collisions, moving state_tracker
related caching to the state tracker to keep cso cache independent of it. Cleanups.
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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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Replace VF_ATTRIB_x with TGSI_ATTRIB_x
When converting mesa programs to TGSI programs, also convert the InputsRead
and OutputsWritten to a mask of TGSI_ATTRIB_ bits.
Still need to do conversion for vertex programs...
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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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trivial/readpixels.c works again.
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Since they're implemented by drawing quadrilaterals (and go through vertex
transformation and viewport mapping) we don't have to invert Y coords.
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new st_draw_vertices() utility used by glClear and glDrawPixels
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Renamed pipe_fs_state to pipe_shader_state since it can be used for both
vertex and fragment shader info.
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Remove surface ptr from gl_renderbuffer.
Use st_renderbuffer in most places.
More clean-up.
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We need to do these initializations before initializing the Mesa context
because context init involves creating texture/program/etc objects.
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pipe->clear() only used to clear whole buffers (no scissor) w/out masking.
Draw a colored quadrilateral in all other cases.
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for glClear.
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Also some minor clear fixes.
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Still require the intelClear() call to flush batchbuffers. That will be
removed later...
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