Age | Commit message (Collapse) | Author |
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These arrays will indicate per-input or per-output options for vertex/fragment
programs such as centroid-sampling and invariance.
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The ARB extension is a superset of the older SGIX extension. Any
hardware that can support the SGIX version can also support the ARB
version. In Mesa, any driver that supports one also supports the
other. This unification just simplifies some bits of code.
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point coord
(cherry picked from commit d7a7b0a10dd355fbeb7a404091a42d4ab558c820)
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(cherry picked from commit c01fbc7866d7cd5cf4263dffec6d9591470b4c23)
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Move _glapi_proc typedef from glapitable.h to glapi.h
Also, don't include glapitable.h from glapi.h
Before we were including the huge glapitable.h file in every .c file.
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Also unify caching of fragment and vertex programs in shader/prog_cache.c`
Brought across from gallium-0.2
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Brought over from gallium-0.2 branch.
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Calls to glBindAttribLocation() should not take effect until the next time
that glLinkProgram() is called.
gl_shader_program::Attributes now just contains user-defined bindings.
gl_shader_program::VertexProgram->Attributes contains the actual/final bindings.
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multisample enable is enabled by default, however gl mandates multisample
rendering rules only apply if there's also a multisampled buffer.
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Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
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Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
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This reverts commit 3ffd11f71d021f672b9bc15b3c39c155a0e2fecb.
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Currently a callback delete_shader_cb is used for deleting shader
and shader program objects. Mesa detaches all attached shaders in
_mesa_free_shader_program_data when deleting shader program objects. However
it is likely that these shaders have been freed in _mesa_free_shader,
which will result in unexpected behaviour. This fix uses a single callback for
shader program objects and deletes shader program objects before shader objects.
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Each array element is now a BUFFER_x token rather than a BUFFER_BIT_x bitmask.
The number of active color buffers is specified by _NumColorDrawBuffers.
This builds on the previous DrawBuffer changes and will help with drivers
implementing GL_ARB_draw_buffers.
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These fields are no longer indexed by shader output. Now, we just have
a simple array of renderbuffer pointers.
If the shader writes to gl_FragData[i], send those colors to the N
_ColorDrawBuffers. Otherwise, replicate the single gl_FragColor (or
the fixed-function color) to the N _ColorDrawBuffers.
A few more changes and simplifications can follow from this...
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The core problem was that _mesa_generate_mipmap was not respecting RowStride
of the source image. Additionally, the intel private data associated with the
images (level and face) was not being initialized for the
_mesa_generate_mipmap-generated images.
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Simplification in colortab.c too.
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Use new _mesa_reference_texobj() function for referencing/unreferencing
textures. Add new assertions/tests to try to detect invalid usage of
deleted textures.
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The clamping for these values depends on whether we're drawing AA or non-AA
points, lines. Defer clamping until drawing time. Drivers could compute and
keep clamped AA and clamped non-AA values if desired.
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of -I flags.
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The ARB_fp (and other assembly-level fragment program specs) say that the
depth comparison function is always GL_NONE in fragment program mode.
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Shadow sampling from texture arrays is still not implemented. Everything
else should be there, though.
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Was removed during glsl-compiler work. Still need to go back and revisit this
because of the interaction with fragment shaders...
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ctx->Shader.EmitCondCodes determines if we use condition codes.
If not, IF statement uses first operand's X component as the condition.
Added OPCODE_BRK0, OPCODE_BRK1, OPCODE_CONT0, OPCODE_CONT1 to handle
the common cases of conditional break/continue.
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to fix #10232
Table6.1(in gl2.1) has been applied for glGetTexImage
before calling into _mesa_pack_rgba_span_float.
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The pixel transfer path has three color table lookups.
Use an array [3] to store that info, rather than separate variables.
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