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mesa: Also set the remaining draw buffers to GL_NONE when updating just the first...
2010-11-15
Henri Verbeet
r600g: Cleanup the fenced_bo list in r600_context_fini().
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2010-11-07
Henri Verbeet
r600g: Mention AMD in the renderer string.
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2010-09-19
Henri Verbeet
r600g: fix exports_ps to export a number not a mask.
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2010-09-19
Henri Verbeet
Revert "r600g: Flush upload buffers before draws instead...
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2010-09-19
Henri Verbeet
r600g: Respect PB_USAGE_UNSYNCHRONIZED in radeon_bo_pb_map_i...
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2010-09-19
Henri Verbeet
r600g: Buffer object maps imply a wait.
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2010-09-19
Henri Verbeet
r600g: Remove a redundant flush in r600_texture_transfer_map().
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2010-09-19
Henri Verbeet
r600g: Check for other references before checking for...
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2010-09-19
Henri Verbeet
r600g: Flush upload buffers before draws instead of...
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2010-09-05
Henri Verbeet
radeon: Add radeon_buffer_objects.c.
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2010-09-05
Henri Verbeet
r200: Add radeon_buffer_objects.c.
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2010-09-05
Henri Verbeet
radeon: Make do_blit_readpixels() into a PBO work.
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2010-08-24
Henri Verbeet
r600g: Add support for PIPE_FORMAT_R32_FLOAT.
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2010-08-23
Henri Verbeet
r600g: Add support for PIPE_CAP_DEPTH_CLAMP.
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2010-08-22
Henri Verbeet
r600g: Don't blindly unmap NULL->size.
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2010-08-17
Henri Verbeet
r600c: Handle reads from PROGRAM_OUTPUT
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2010-08-09
Henri Verbeet
radeon: Use MESA_FORMAT_SARGB8 for sRGB formats
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2010-08-09
Henri Verbeet
r600c: Disable alpha test during blits
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2010-07-22
Henri Verbeet
r600: Flip point sprite coordinates when rendering...
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2010-07-15
Henri Verbeet
radeon: Also flush if it's not the current context...
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2010-06-16
Henri Verbeet
r600: GL_COORD_REPLACE state is only relevant when...
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2010-06-08
Henri Verbeet
r600: Make next_inst() static.
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2010-06-08
Henri Verbeet
r600: Assert output registers have a valid export index.
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2010-06-08
Henri Verbeet
r600: Process exports for all written fragment outputs.
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2010-06-08
Henri Verbeet
r600: Fill uiFP_OutputMap for all written fragment...
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2010-04-05
Henri Verbeet
mesa: update_arrays() depends on program state.
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2008-08-18
Henri Verbeet
fix byte vs. pixel offset bug for 3D textures (see...
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