Age | Commit message (Collapse) | Author |
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With the vsync fields no longer relevant and by refactoring the code
to no longer use color_rb[0-1] we can just use struct gl_framebuffer
directly.
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Since the texformat branch merge, the value of intel_renderbuffer::texformat
is just a copy of gl_renderbuffer::Format.
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Pass a gl_format to intel_create_renderbuffer() instead of GLenum.
Add cases for MESA_FORMAT_XRGB8888 textures and renderbuffers.
However, we don't yet create any renderbuffers or textures with that
format. It seems the default alpha value is zero instead of one.
Need to investigate that first.
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Now gl_texture_image::TexFormat is a simple MESA_FORMAT_x enum.
ctx->Driver.ChooseTexture format also returns a MESA_FORMAT_x.
gl_texture_format will go away next.
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Also enable them all regardless of screen bpp, as 32 bpp what I've been
testing against, and haven't been able to detect any screen bpp-specific
troubles with them.
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We only allow combined depth+stencil renderbuffers so the complicated code
for splitting and combining separate depth and stencil buffers is no longer
needed.
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It's been broken and deprecated for a while, so it's time to die. This has the
wonderful benefit of cleaning up the code a fair amount; making it marginally
less twisty.
I'm unsure if the for loops in IntelWindowMoved are still needed.
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When we're rendering to textures we have to invert the viewport transformation.
This helper cleans up that test and can be used elsewhere...
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This reverts commit 7c81124d7c4a4d1da9f48cbf7e82ab1a3a970a7a.
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This reverts commit 53675e5c05c0598b7ea206d5c27dbcae786a2c03.
Conflicts:
src/mesa/drivers/dri/i965/brw_wm_surface_state.c
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This will avoid clflushing entire buffers for small acesses, such as those
commonly used by regression tests.
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The boolean that the server gives us for whether the region is tiled was
getting used as the enum for what tiling mode. Instead, guess the correct
tiling in screen setup.
Also, fix the Y-tiling pitch setup. The pitch to the next tile in Y is
32 scanlines, not 8.
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Accessing tiled surfaces without using the fence registers requires that
software deal with the address swizzling itself.
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Otherwise, we would go wildly out of bounds if passed -1 (no renderbuffer), such
as while doing LOCK_HARDWARE with glDrawBuffer(GL_NONE).
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Drop a bunch of unused arguments from intel_create_renderbuffer() and
introduce intel_renderbuffer_set_region() to set the region for
a renderbuffer.
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