Age | Commit message (Collapse) | Author |
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fragment shader writes Z.
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The code generated for the glxgears vertex shader didn't fit, causing a crash.
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Unfortunately, the generated fragment shader code is effectively unusable until
it handles quad->mask.
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It was decided after all to stick to 'pipes' here, even though the actual
meaning is now 'planes'.
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structure so allocate a private copy of it.
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location.
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the clipping code.
(really done by Keith)
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which is being hit all the time. Done by Keith really.
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in the state functions.
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These correspond to the NV and ARB-style fragment program KIL instructions.
The former is really supposed to examine the NV condition codes but Mesa's
GLSL compiler always emits unconditional KIL instructions.
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GLSL fragment shader.
This allows Glean glsl1 test to get pretty far.
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Still need to handle conditional RET statements...
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GLSL output variables (such as vertex varyings) can be read (they're not
write-only).
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The glsl/brick.c shader demo runs now.
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Halt program execution when we get to END instruction. The GLSL compiler
puts subroutines after the end instruction so we have to stop before then.
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This, plus expanding all instructions ahead of time, seems to have improved
the performance of program execution by 8x or so.
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works.
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Also, instead of passing cond mask to each micro op, just apply it in the
store_dest() function.
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