- 06 Nov, 2009 3 commits
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Jose Fonseca authored
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Jose Fonseca authored
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Zack Rusin authored
first step on our way to batching
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- 05 Nov, 2009 13 commits
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Brian Paul authored
Fixes bug 24946. This regression came from 8df699b3.
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Jose Fonseca authored
It is a valid and tested combination on D3D9.
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Cooper Yuan authored
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Cooper Yuan authored
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Marek Olšák authored
Signed-off-by:
Corbin Simpson <MostAwesomeDude@gmail.com>
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Marek Olšák authored
Signed-off-by:
Corbin Simpson <MostAwesomeDude@gmail.com>
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Marek Olšák authored
Suggested by Joakim Sindholt. Also, put flushing of colorbuffers _before_ the framebuffer state setup, suggested by docs. Signed-off-by:
Corbin Simpson <MostAwesomeDude@gmail.com>
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Marek Olšák authored
Signed-off-by:
Corbin Simpson <MostAwesomeDude@gmail.com>
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Brian Paul authored
Conflicts: src/mesa/drivers/windows/gdi/mesa.def
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Brian Paul authored
The exec->vtx.inputs[] array was being written past its end. This was clobbering the following vbo_exec_context::eval state. Probably not noticed since evaluators and immediate mode rendering don't happen at the same time. Fixed the loop in vbo_exec_vtx_init(). Changed the size of the vbo_exec_context::vtx.arrays[] array. Added a bunch of debug-build assertions. Issue found by Vinson Lee.
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Brian Paul authored
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Brian Paul authored
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Brian Paul authored
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- 04 Nov, 2009 9 commits
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Zack Rusin authored
performance optimization
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Vinson Lee authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Alex Deucher authored
Seems INDX_OFFSET doesn't work properly on some cards, so change back to immediate mode indices. Seems to only affect DRI1. Needs more investigation. Rework and clean up the draw functions. Signed-off-by:
Alex Deucher <alexdeucher@gmail.com>
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Alex Deucher authored
Signed-off-by:
Alex Deucher <alexdeucher@gmail.com>
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Alan Hourihane authored
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Alan Hourihane authored
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Vinson Lee authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Jose Fonseca authored
It's not sampling based so its results are biased towards functions called many times.
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Michał Król authored
For example, we would like to have a predicate and texture token in one instruction to do predicated texture sampling.
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- 03 Nov, 2009 15 commits
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Christoph Bumiller authored
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Christoph Bumiller authored
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Christoph Bumiller authored
Mip-mapped 3D textures are not arrays of 2D layers with a mip-map layout like 2D textures, therefore we cannot use image_nr == depth for them. Making use of "volume tiling" modes now, the allowed modes are 0xZY where Z <= 5 and y <= 5.
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Brian Paul authored
Revised version of a patch from Karl Schultz.
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Brian Paul authored
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Karl Schultz Schultz authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Karl Schultz Schultz authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Karl Schultz Schultz authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Vinson Lee authored
Signed-off-by:
Brian Paul <brianp@vmware.com>
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Michał Król authored
Handle the remaining semantic names and indices. Respect color interpolator when not flatshading. Based on Michal's softpipe commit eb699d64.
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Keith Whitwell authored
Everything now goes through the draw_vbuf handler, the same as regular drivers. Based on Keith's commit 4fe0fc3e.
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Jose Fonseca authored
Based on Michal's identical commit for softpipe (ca9c4136).
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Jose Fonseca authored
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Jose Fonseca authored
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Brian Paul authored
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