- 28 Jun, 2010 7 commits
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Jakob Bornecrantz authored
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Jakob Bornecrantz authored
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Jakob Bornecrantz authored
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Jakob Bornecrantz authored
Conflicts: src/gallium/state_trackers/egl/x11/native_dri2.c src/gallium/state_trackers/egl/x11/native_x11.c src/gallium/state_trackers/egl/x11/native_x11.h src/gallium/state_trackers/xorg/xorg_driver.c src/gallium/winsys/radeon/drm/radeon_drm.c
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José Fonseca authored
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José Fonseca authored
The cpu_access is redundant in a software rasterizer.
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José Fonseca authored
We were starting a scene whenever lp_setup_get_vertex_info() was called by the draw module. So when when all primitives were culled/clipped, not only did we create a new scene for nothing, but we end up using the old scene with the old framebuffer state instead of a new one. Fix consists in: - don't call lp_setup_update_state() in lp_setup_get_vertex_info() -- no longer necessary - always setting the scene state before binning a command -- query commands were bypassing it - assert no old scene is reused in lp_setup_bind_framebuffer()
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- 27 Jun, 2010 10 commits
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
Now the question is whether we are allowed to ignore gl_rasterization_rules and pipe_rasterizer_state::multisample. The former is invariant anyway and I think the latter would need re-emitting the AA state which is quite costly, considering that it implicitly flushes the whole pipeline (all AA regs in the AA state are *unpipelined*).
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Marek Olšák authored
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Marek Olšák authored
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- 26 Jun, 2010 9 commits
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Marek Olšák authored
Unlike other invariant states, this one must be emitted after VAP flush.
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Marek Olšák authored
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Vinson Lee authored
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Vinson Lee authored
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Vinson Lee authored
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Zack Rusin authored
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- 25 Jun, 2010 9 commits
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Zack Rusin authored
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Zack Rusin authored
we used to create and cache unltimited number of variant, this change limits the number of variants kept around to a fixed number. the change is based on a similar patch by Roland for llvmpipe fragment shaders.
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Zack Rusin authored
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Brian Paul authored
The conditionals aren't needed.
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Brian Paul authored
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Chia-I Wu authored
SSE vertex shader does not seem to honor the execution mask. Pad the output array as a workaround.
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Brian Paul authored
...instead of waiting until glGetString(GL_EXTENSIONS) is called. This fixes a problem where the MESA_EXTENSION_OVERRIDE env var is ignored if the app never calls glGetString(GL_EXTENSIONS). NOTE: this is a candidate patch for the 7.8 branch.
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Brian Paul authored
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Brian Paul authored
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- 24 Jun, 2010 5 commits
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Marek Olšák authored
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Corbin Simpson authored
I'm not sure if I really got it right. This seems like one of those "Duh, of course it works that way" things, but I'd like the documentation to be readable by people not acquainted with OGL/D3D.
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Corbin Simpson authored
Only for first RT at the moment, as there is no trivial way in galahad to look at framebuffer state and (sadly) people don't usually calloc their CSOs, so flags could be wrongly set. On the other hand, of course, galahad will hopefully encourage more people to calloc their CSOs. :3
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Corbin Simpson authored
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Brian Paul authored
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