mesa-drm/shared
Gareth Hughes 7950295132 - Fixed polygon stipple. Was still using SubmitPackets...
- Implemented HW-assisted depth span functions. All access to the depth
    buffer is done via the engine, so we don't have to worry about the
    differences between linear and tiled memory.
- Implemented significantly more 3D-friendly static partitioning of
    offscreen memory. 2D still gets enough pixmap cache to be performant.
    For example, 800x600@16bpp texture memory goes from ~3mb to 11.5mb on a
    16mb card.
2000-12-01 15:39:32 +00:00
..
drm.h - Fixed polygon stipple. Was still using SubmitPackets... 2000-12-01 15:39:32 +00:00