Age | Commit message (Collapse) | Author |
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Done to match the new cso semantics. translate in create,
use in bind and later delete.
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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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The memcmp is insufficient for eliminating redundant framebuffer state changes.
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Avoids an assertion failure with softpipe if requested width or height is odd.
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or so i hear..
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cso already allocated the template for us. Returning 0 means
we have no driver specific representation and just want
the template on the bind.
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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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They don't work with private back buffers yet.
This gets vsync working.
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In mesa_to_tgsi.c, use TGSI_INTERPOLATE_PERSPECTIVE by default (to match
post-transform vertex info convention). More to be done there...
In sp_quad_fs.c, interpolate W in addition to Z. This fixes the divide
by zero happening in perspective_interpolation() tgsi_exec.c
As it was, we were only getting perspective correction of texture coords
used by the TGSI_TEX instruction since it does a homogeneous divide.
Other coords/varyings were incorrect.
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Bind when the currently bound state is /not/ the one
we just found/created.
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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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The const is there to enforce the immutable state of the object,
which is in reality owned by the pipe so just cast away the
constness.
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Switch the sample to be an immutable state object.
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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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Must have missed this a while back. This fixes cube mapping.
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Not quite finished yet.
Selection/feedback are done with a private instance of the 'draw' module
in the state tracker. Not quite all the draw context's state is set yet,
namely vertex format info. Hold off on that for a bit...
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git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into softpipe_0_1_branch
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This is already handled by the semanics of map(), etc.
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Correctly clear the pointer to the old buffer (not sure how this could build at
all before...) and only reference the new one when its pointer is non-NULL.
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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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