Age | Commit message (Collapse) | Author |
|
|
|
This reverts commit b9abc6139a310677a37754ea7172d976dbf56979 and the
follow on fixes (7aae704 and 6fe1b47). It's changing the glapi/driver
ABI and causes a number of problems for debug/non-debug builds.
|
|
|
|
There's a useful feature buried in glapi to log all API calls to stderr.
Unfortunately it requires editing the code and then it's enabled
unconditionally for that build. This patch builds in API logging for
debug builds and makes it run-time switchable by setting MESA_DEBUG=dispatch.
|
|
This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
This allows us to specify different options, especially useful for chips
without unified shaders.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
Changes in v2:
- No longer adds tessellation enums
|
|
|
|
core.h is the public header of core mesa. GLX, WGL, and GLSL are
supposed to include this header file. It should be noted that headers
included by core.h must not perform feature tests (#if FEATURE_xxx).
Otherwise, we cannot, for example, mix a FEATURE_ES2 libmesagallium.a
with a FEATURE_GL libglsl.a.
|
|
Conflicts:
src/mesa/program/prog_optimize.c
|
|
|
|
|
|
mtypes.h does not use any symbols from compiler.h.
Also add the required headers for files that depended on symbols from
compiler.h but were indirectly including compiler.h through mtypes.h.
|
|
Now drivers, etc. can know which register files are accessed with
indirect addressing. Before we just checked gl_program::NumAddressRegs
but didn't know if that was the constant buffer, temp regs, or what.
The only user of this new field so far will be the gallium state tracker.
|
|
This pulls in multiple i965 driver fixes which will help ensure better
testing coverage during development, and also gets past the conflicts
of the src/mesa/shader -> src/mesa/program move.
Conflicts:
src/mesa/Makefile
src/mesa/main/shaderapi.c
src/mesa/main/shaderobj.h
|
|
This is an invasive set of changes. Each user shader tracks a set of other
shaders that contain built-in functions. During compilation, function
prototypes are imported from these shaders. During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
|
|
|
|
|
|
|
|
|
|
These 3 fields are per shader-program. Copy them into the geometry
program at link time for convenient access later.
Also, add some missing glGetProgramiv() queries.
|
|
|
|
|
|
The can be at most one shader per stage. There are currently only two
stages. There is zero reason to dynamically size this array.
|
|
This avoids more allocation and shuffling of data around.
|
|
This saves recompiling at link time. gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
|
|
laying down the foundation for everything and implementing most of the
stuff.
linking, gl_VerticesIn and multidimensional inputs are left.
|
|
Includes GL_ARB_transform_feedback2 which encapsulates transform feedback
state in objects.
|
|
Some compilers complain about this.
|
|
|
|
This introduces a new way to create or initialize a context:
_mesa_create_context_for_api and
_mesa_initialize_context_for_api
which in addition to the current arguments take an api enum to indicate
which OpenGL API the context should implement. At this point the
API field in GLcontext isn't used anywhere, but later commits will
key certain functionality off of it.
The _mesa_create_context and _mesa_initialize_context functions are
kept in place as wrappers around the *_for_api versions, passing in
API_OPENGL to get the same behavior as before.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
|
|
With the preceeding changes, gl_current_attrib::RasterIndex is not
used. Remove it.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.
It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.
Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.
Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.
A new piglit test (texunits.c) tests the various texture unit limits.
I'm pretty sure I've got this all right now, but additional reviews
are welcome...
|
|
These are limited to the number of texture coordinate units.
|
|
Adds the extension to the list + support to the APIs.
also add t_draw.c support to convert for sw rast.
Signed-off-by: Dave Airlie <airlied@redhat.com>
|
|
Signed-off-by: Brian Paul <brianp@vmware.com>
|
|
Conflicts:
src/mesa/main/dd.h
|
|
|
|
When we have integer-valued texture formats, the texture border color
must also store integer and uint values.
With GL 3.0, the new glTexParameterIiv() and glTexParameterIuiv() functions
can set the border color to int or uint values.
|
|
|
|
For GL_NV_conditional_render and GL3.
The drawing functions don't check the query object yet.
No API dispatch yet.
|