<feed xmlns='http://www.w3.org/2005/Atom'>
<title>android-x86-mesa.git/src/mesa/program, branch froyo-x86</title>
<subtitle>Androïd/x86 port of Mesa drivers
</subtitle>
<id>https://git.hiegel.fr/cgit/android-x86-mesa.git/atom?h=froyo-x86</id>
<link rel='self' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/atom?h=froyo-x86'/>
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<updated>2011-03-17T07:59:23Z</updated>
<entry>
<title>mesa: one more missing pre-generated file</title>
<updated>2011-03-17T07:59:23Z</updated>
<author>
<name>Chia-I Wu</name>
<email>olv@lunarg.com</email>
</author>
<published>2011-03-17T07:59:23Z</published>
<link rel='alternate' type='text/html' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/commit/?id=d175f38bc32c5e57466d594f1f2b1fc76c38db22'/>
<id>urn:sha1:d175f38bc32c5e57466d594f1f2b1fc76c38db22</id>
<content type='text'>
</content>
</entry>
<entry>
<title>mesa: add more pre-generated files</title>
<updated>2011-03-17T06:46:57Z</updated>
<author>
<name>Chia-I Wu</name>
<email>olv@lunarg.com</email>
</author>
<published>2011-03-17T06:46:35Z</published>
<link rel='alternate' type='text/html' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/commit/?id=eeb3391bd5179c236df01a3f23ce675a2e03b228'/>
<id>urn:sha1:eeb3391bd5179c236df01a3f23ce675a2e03b228</id>
<content type='text'>
</content>
</entry>
<entry>
<title>mesa: use BITFIELD64_BIT() macro</title>
<updated>2011-03-16T00:21:36Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2011-03-15T15:48:26Z</published>
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<id>urn:sha1:11150e4667ce11b056d98244754ce3f2a79599a6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>ir_to_mesa: do not check the number of uniforms against hw limits</title>
<updated>2011-03-14T02:12:34Z</updated>
<author>
<name>Marek Olšák</name>
<email>maraeo@gmail.com</email>
</author>
<published>2011-03-13T02:12:11Z</published>
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<id>urn:sha1:0f84ddad29284b407c6bbef0b731201056d40324</id>
<content type='text'>
The r300 compiler can eliminate unused uniforms and remap uniform locations
if their number surpasses hardware limits, so the limit is actually
NumParameters + NumUnusedParameters. This is important for some apps
under Wine to run.

Wine sometimes declares a uniform array of 256 vec4's and some Wine-specific
constants on top of that, so in total there is more uniforms than r300 can
handle. This was the main motivation for implementing the elimination
of unused constants.

We should allow drivers to implement fail &amp; recovery paths where it makes
sense, so giving up too early especially when comes to uniforms is not
so good idea, though I agree there should be some hard limit for all drivers.

This patch fixes:
- glsl-fs-uniform-array-5
- glsl-vs-large-uniform-array
on drivers which can eliminate unused uniforms.
</content>
</entry>
<entry>
<title>Revert "mesa: Convert fixed function fragment program generator to GLSL IR."</title>
<updated>2011-03-12T23:11:01Z</updated>
<author>
<name>Eric Anholt</name>
<email>eric@anholt.net</email>
</author>
<published>2011-03-12T23:00:55Z</published>
<link rel='alternate' type='text/html' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/commit/?id=098f9c5325de16bfb5bf8b0e93e0ec1871db4a76'/>
<id>urn:sha1:098f9c5325de16bfb5bf8b0e93e0ec1871db4a76</id>
<content type='text'>
This reverts commit 7cb87dffce2c7a37f960f3a865cf92fd193dd8c5.
There were regressions (Bug #35244) and more review has been requested.
</content>
</entry>
<entry>
<title>mesa: Convert fixed function fragment program generator to GLSL IR.</title>
<updated>2011-03-11T20:55:14Z</updated>
<author>
<name>Eric Anholt</name>
<email>eric@anholt.net</email>
</author>
<published>2010-11-01T20:16:21Z</published>
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<id>urn:sha1:7cb87dffce2c7a37f960f3a865cf92fd193dd8c5</id>
<content type='text'>
This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen.  Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization.  Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
</content>
</entry>
<entry>
<title>prog_cache: Add some support for shader_programs in prog_cache.</title>
<updated>2011-03-11T20:55:13Z</updated>
<author>
<name>Eric Anholt</name>
<email>eric@anholt.net</email>
</author>
<published>2010-11-05T14:25:18Z</published>
<link rel='alternate' type='text/html' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/commit/?id=e1cb12bfff7f65c3599c9b68b9269f73942b1602'/>
<id>urn:sha1:e1cb12bfff7f65c3599c9b68b9269f73942b1602</id>
<content type='text'>
This is used in the upcoming fixed function shader_program generation,
and shader_program and ARB programs are together in this code until
both fragment and vertex ff get converted.
</content>
</entry>
<entry>
<title>mesa: test against MaxUniformComponents in check_resources()</title>
<updated>2011-03-11T17:04:17Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2011-03-11T17:03:40Z</published>
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<id>urn:sha1:d7db14ab7d66520b6030c0aa48c94507179a8d4e</id>
<content type='text'>
Since we're compiling/linking GLSL shaders we should check against
the shader uniform limits, not the legacy vertex/fragment program
parameter limits which are usually lower.
</content>
</entry>
<entry>
<title>mesa: move location of some geometry program limits</title>
<updated>2011-03-11T16:25:22Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2011-03-11T16:25:22Z</published>
<link rel='alternate' type='text/html' href='https://git.hiegel.fr/cgit/android-x86-mesa.git/commit/?id=e0e94026a0648d6b33d6b7cf2b9b01429cf945e4'/>
<id>urn:sha1:e0e94026a0648d6b33d6b7cf2b9b01429cf945e4</id>
<content type='text'>
The gl_program_constants struct is for limits that are applicable to
any/all shader stages.  Move the geometry shader-only fields into the
gl_constants struct.
Remove redundant MaxGeometryUniformComponents field too.
</content>
</entry>
<entry>
<title>mesa: use check_resources() to check program against limits</title>
<updated>2011-03-11T16:25:22Z</updated>
<author>
<name>Brian Paul</name>
<email>brianp@vmware.com</email>
</author>
<published>2011-03-11T16:25:22Z</published>
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<id>urn:sha1:8cc84b3e454cf03c71282322e988f03bc4a1baa3</id>
<content type='text'>
Without these checks we could create shaders with more samplers,
constants than the driver could handle.  Fail linking rather than
dying later.
</content>
</entry>
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