Age | Commit message (Collapse) | Author | |
---|---|---|---|
2007-03-21 | merge from master | Brian | |
2007-03-20 | nouveau: fail translate if we use too many params somehow | Ben Skeggs | |
2007-03-20 | nouveau: NVSDBG macro | Ben Skeggs | |
2007-03-19 | nouveau: avoid using uninitialised TexSrcUnit. | Ben Skeggs | |
2007-02-23 | Update DRI drivers for new glsl compiler. | Brian | |
Mostly: - update #includes - update STATE_* token code | |||
2007-01-30 | nouveau: NV40 glClipPlane support. | Ben Skeggs | |
2007-01-30 | nouveau: rework shader param handling | Ben Skeggs | |
Conflicts: src/mesa/drivers/dri/nouveau/nouveau_shader_0.c | |||
2007-01-30 | nouveau: oops, build attrib map after we know how the final shader will look.. | Ben Skeggs | |
2007-01-30 | nouveau: remove an unused table | Ben Skeggs | |
2007-01-30 | nouveau: oops | Ben Skeggs | |
2007-01-30 | nouveau: maintain a map of which vtxprog input corresponds to which array | Ben Skeggs | |
2007-01-25 | nouveau: add result scaling to shader backend, use it in RSQ emul for NV40. | Ben Skeggs | |
2007-01-23 | nouveau: DPH and CMP for NV40 which doesn't do it natively. | Ben Skeggs | |
2007-01-23 | nouveau: allow for card-specific shader infos to be kept | Ben Skeggs | |
NV30/40 fragprog: build FP_CONTROL per-shader, still some hardcoded bits for this reg.. It looks like it has to do with the number of temps used, but needs more looking at. NV40 vtxprog : build VP_IN_REG/VP_OUT_REG during shader compile | |||
2007-01-23 | nouveau: fill in condition info for instructions | Ben Skeggs | |
2007-01-23 | nouveau: reindent shader pass0/pass2 | Ben Skeggs | |
if this gets rejected by the commit list, just ignore it.. nothing interesting to see here :) | |||
2007-01-23 | nouveau: start converting shaders into a tree format again.. | Ben Skeggs | |
No branching stuff implemented yet. Works enough for gears, probably other stuff broken. | |||
2007-01-21 | nouveau: rename pass0_arb to pass0. | Ben Skeggs | |
I was expecting to have 2 frontends for the shader code (asm, glsl). With Brian's work on GLSL this is unnecessary :) |