Age | Commit message (Collapse) | Author |
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This should be more useful for developers and for bug triaging than
just generating wrong code.
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1. Move all GL entrypoint functions and files into src/mesa/main/
This includes the ARB vp/vp, NV vp/fp, ATI fragshader and GLSL bits
that were in src/mesa/shader/
2. Move src/mesa/shader/slang/ to src/mesa/slang/ to reduce the tree depth
3. Rename src/mesa/shader/ to src/mesa/program/ since all the
remaining files are concerned with GPU programs.
4. Misc code refactoring. In particular, I got rid of most of the
GLSL-related ctx->Driver hook functions. None of the drivers used
them.
Conflicts:
src/mesa/drivers/dri/i965/brw_context.c
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This was bothering me when redoing the binding tables.
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The slightly less mechanical change of converting the emit_reloc calls
will follow.
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Most of the failure from using uninlined function calls ends up being
just bad rendering, but nested function calls in the VS currently hang
the GPU, so reject them and explain why.
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GL_TRUE indicates that the driver accepts the program.
GL_FALSE indicates the program can't be compiled/translated by the
driver for some reason (too many resources used, etc).
Propogate this result up to the GL API: set GL_INVALID_OPERATION
error if glProgramString() was called. Set shader program link
status to GL_FALSE if glLinkProgram() was called.
At this point, drivers still don't do any program checking and
always return GL_TRUE.
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Plus, begin the new code for vertex shader const buffers.
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Fixes mem leak observed with texcombine test.
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Currently, shader constants are stored in the GRF (loaded from the CURBE
prior to shader execution). This severly limits the number of constants
and temps that we can support.
This new code will support (practically) unlimited size constant buffers
and free up registers in the GRF. We allocate a new buffer object for the
constants and read them with "Read" messages/instructions. When only a
small number of constants are used, we can still use the old method.
The code works for fragment shaders only (and is actually disabled) for now.
Need to do the same thing for vertex shaders and need to add the necessary
code-gen to fetch the constants which are referenced by the shader
instructions.
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This function scans the shader to see if it has any GLSL features like
conditionals and loops. Calling this during state validation is expensive.
Just call it when the shader is given to the driver and save the result.
There's some new/temporary assertions to be sure we don't get out of sync
on this.
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Just call _mesa_append_fog_code() if the fragment program's FogOption is
not GL_NONE.
This allows us to remove some unnecessary i965 fog code.
Note, the arbfplight.c demo can be used to test this (see DO_FRAGMENT_FOG).
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This is fallout from the ffvertex_prog.c work. It doesn't call
ProgramStringNotify, so we don't set param_state, so we wouldn't track when
VP parameters changed, and constants wouldn't get uploaded. Instead, remove
param_state entirely and just use the real value that we want to be tracking.
Fixes rendering in openarena since BRW_NEW_BATCH got disentangled from
BRW_NEW_INDICES.
Bug #18822.
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This fixes the arbvptorus demo.
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This code existed to dump logs of hardware access to be replayed in simulation.
Since we have real hardware now, it's not really needed.
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eg: #include "shader/program.h" and remove -I$(TOP)/src/mesa/program
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StateFlags has been updated in _mesa_add_state_reference
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This driver comes from Tungsten Graphics, with a few further modifications by
Intel.
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