Keith Whitwell
c727fa6dbf
Merge commit 'origin/gallium-draw-retval'
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Conflicts:
src/gallium/drivers/identity/id_context.c
2010-01-05 14:13:40 +00:00
Keith Whitwell
03f212b0d8
gallium: propogate draw retval changes into more drivers
2009-12-21 22:55:40 +00:00
Roland Scheidegger
429f0e3b37
gallium: fix up drivers for edgeflag changes
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several drivers which chose to ignore edgeflags might require some more work,
while edgeflags never worked there they might now crash.
2009-12-19 00:18:43 +01:00
José Fonseca
c0a13bbae1
llvmpipe: Port vertex sampler support from softpipe.
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Just enough boilerplate code to avoid segfaulting.
2009-12-04 21:27:03 +00:00
Brian Paul
d5e5909f17
Revert "llvmpipe: plug in dummy pipe_context::set_vertex_sampler_textures function"
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This reverts commit 792888121b .
We're instead returning 0 for the PIPE_CAP_MAX_VERTEX_TEXTURE_UNITS query.
2009-12-02 12:20:15 -07:00
Brian Paul
792888121b
llvmpipe: plug in dummy pipe_context::set_vertex_sampler_textures function
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Fixes immediate segfault.
2009-12-02 10:11:05 -07:00
José Fonseca
cdbbcdf3bd
llvmpipe: Include zsbuf's format in the fragment shader key.
2009-09-09 21:48:50 +01:00
José Fonseca
e4c76c02f7
llvmpipe: Code generate the texture sampling inside the shader.
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Finally a substantial performance improvement: framerates of apps using
texturing tripled, and furthermore, enabling/disabling texturing only
affects around 15% of the framerate, which means the bottleneck is now
somewhere else.
Generated texture sampling code is not complete though -- we always
sample from the base level -- so final figures will be different.
2009-09-07 15:02:08 +01:00
José Fonseca
08dd41fd68
llvmpipe: Centralize the C <-> JIT interfaces in one place.
2009-08-29 09:21:41 +01:00
José Fonseca
97b4681d7e
llvmpipe: Drop blend derived state.
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Already included in the fragment shader.
2009-08-29 09:21:41 +01:00
José Fonseca
9897180279
llvmpipe: Generate the fragment pipeline into a single function.
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Still hackish. Will document and optimize later.
2009-08-29 09:21:40 +01:00
José Fonseca
e3b38e5ec1
llvmpipe: Code generate the depth test, and include in the shader.
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Only 32bit depth/stencil surfaces supported for now. Stencil ops not
implemented yet.
2009-08-29 09:21:38 +01:00
José Fonseca
9ae47069b4
llvmpipe: Code generate alpha testing and append to generated fragment shader.
2009-08-29 09:21:37 +01:00
José Fonseca
7c2dc3faa8
llvmpipe: Code generate the position interpolation.
2009-08-29 09:21:35 +01:00
José Fonseca
39352b3443
llvmpipe: Put color/depth directly into the quad structure.
2009-08-29 09:21:35 +01:00
José Fonseca
bb867b0ae4
llvmpipe: Blend in place.
2009-08-29 09:21:34 +01:00
José Fonseca
7821664b15
llvmpipe: Implement KIL.
2009-08-29 09:21:33 +01:00
José Fonseca
17aec9304c
llvmpipe: Compute interpolation coeffs directly into SoA layout.
2009-08-29 09:21:32 +01:00
José Fonseca
1a004142bb
llvmpipe: Eliminate dependency on tgsi_exec_machine.
2009-08-29 09:21:32 +01:00
José Fonseca
73af91e938
llvmpipe: Eliminate non-LLVM fs execution paths.
2009-08-29 09:21:32 +01:00
José Fonseca
2101c2941c
llvmpipe: Tiles in rgba8 format.
2009-08-29 09:21:27 +01:00
José Fonseca
2d6b39f05e
llvmpipe: Use the generated SoA blending code.
2009-08-29 09:21:27 +01:00
José Fonseca
c9a5930fe4
llvmpipe: Rename preprocessor symbols too.
2009-08-29 09:21:16 +01:00
José Fonseca
946f432a08
llvmpipe: Fork softpipe for experimentation with llvm.
2009-08-29 09:21:15 +01:00