Age | Commit message (Collapse) | Author |
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Use the gl_shader struct as it should be.
Renamed gl_linked_program to gl_shader_program.
Store both shaders and programs in the same hash table and use the Type field
to distinguish them.
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New datatypes, constants, variables.
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OpenGL 2.0 function of the same name.
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glDeleteTextures and glDeleteTexturesEXT were erroneously listed as
aliases of each other. For anything /except/ GLX protocol they are
aliases. This set of changes allows functions that are functionally
identical but have different GLX protocol to be listed as aliases.
When building with GLX_INDIRECT_RENDERING set, different static
functions are used. These functions determine whether the current
context is direct rendering or not. If the context is direct
rendering, the aliased function (e.g., glDeleteTextures in the case of
glDeleteTexturesEXT) is called. If the context is not direct
rendering, the correct GLX protocol is sent.
For a deeper explanation of what is changed, please see:
http://dri.freedesktop.org/wiki/PartiallyAliasedFunctions
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The functions for GL_EXT_paletted_texture that do not share GLX
protocol with GL_ARB_imaging are supposed to alias the similar
functions from GL_SGI_color_table. They didn't. This patch corrects
this problem and enables GLX protocol for both extensions.
Since this removes 3 entries from the dispatch table, this change
creates a lot of changes in the generated files.
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either GL_ARB_vertex_program or GL_ARB_fragment_program should enable this
extension as well.
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"gl_" to match other structs.
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and demos are also added.
Adding basic support to drivers should be as easy as just enabling the
extension, though thorough test would also be required.
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be needed (it's set in texenvprogram.c) and is a memory leak according to
valgrind.
Disable with #if 0 / #endif
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Update a lot of loops, conditionals to use the _TNL_FIRST/LAST_* values
instead of specific vertex attributes.
Remove the EdgeFlagv function from the GLvertexformat struct.
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- use macros to access and modify render inputs bit-field;
- un-alias generic vertex attributes for ARB vertex calls;
- use MAX_VERTEX_PROGRAM_ATTRIBS (NV code) or MAX_VERTEX_ATTRIBS
(ARB code) in place of VERT_ATTRIB_MAX;
- define VERT_ATTRIB_GENERIC0..15 for un-aliased vertex
attributes for ARB_vertex_shader;
- fix generic attribute index range check in arbprogparse.c;
- interface GLSL varyings between vertex and fragment shader;
- use 64-bit optimised bitset (bitset.h) for render inputs;
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function since the matrix depends on the viewport params and the framebuffer's
depth buffer resolution.
Fixes some renderbuffer / depth range issues.
This simplifies the _mesa_set_viewport() and _mesa_DepthRange() functions too.
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done with fragment programs nowadays.
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restores the ability to run the software driver with program TNL but
tradtional swrast.
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New GLint64EXT and GLuint64EXT types (use C99's long long types).
New glGetQueryObject[u]i64vEXT() functions.
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program->Id and program->RefCount fields were used and ATI fragment shaders
didn't have too much in common with ARB/NV vertex/fragment programs anyway.
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Instructions, InputsRead, OutputsWritten, and Parameters.
Also, added debug functions: _mesa_print_instruction(),
_mesa_print_program_parameters() and revamp _mesa_print_program().
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Move size clamping into the rasterization function.
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See comment near top of stencil.c for info about OpenGL 2.0 vs.
GL_EXT_stencil_two_side.
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generated file, called src/mesa/glapi/dispatch.h, is added. This file
contains three macros for each API function. It contains a GET, a SET, and
a CALL. Each of the macros take a pointer to the context and a pointer to
the dispatch table.
In several threads on mesa3d-dev we discussed replacing _glapi_add_entrypoint
with a new function called _glapi_add_dispatch. For this discussion, the
important difference between the two is that the caller of _glapi_add_dispatch
does *not* know what the dispatch offset will be at compile time. Because of
this callers need to track the dispatch offset returned by
_glapi_add_dispatch.
http://marc.theaimsgroup.com/?t=111947074700001&r=1&w=2
The downside is that driver code then has to access the dispatch table two
different ways. It accesses it using structure tags (e.g., exec->Begin) for
functions with fixed offsets and via a remap table (e.g., exec[
remap->NewExtensionFunction ]) for functions without fixed offsets. Yuck!
Using the macros allows both types of functions to be accessed
identically. If a driver needs to set a pointer for Begin, it does
'SET_Begin(ctx, exec, my_begin_function)'. If it needs to set a pointer
for NewExtensionFunction, it does 'SET_NewExtensionFunction(ctx, exec,
my_NewExtensionFunction_function)'. Furthermore, if at some point in
the future a static offset is assigned for NewExtensionFunction, only
the macros need to change (instead of every single place that accesses a
table for that function).
This code differs slightly from the originally posted patches in that the
CALL, GET, and SET marcos no longer take a context pointer as a parameter.
Brian Paul had suggested that the remap table could be stored as a global
since it would be set at CreateScreen time and would be constant for all
contexts. This change reflects that feedback.
http://marc.theaimsgroup.com/?t=112087194700001&r=1&w=2
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Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
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which is automatically generated to match the current texture environment
state. Introduces a new value ctx->FragmentProgram._Active which is
true when either _Enabled is true or there is such a fragment program
ready to run.
To test out on a driver running the software rasterizer, set
MESA_TEX_PROG=t in the environment. It goes without saying that performance
is lower for the software rasterizer in this mode.
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additional checks.
Replace _mesa_init_buffers() with _mesa_init_scissor() and _mesa_init_multisample().
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no error detection, slow, may not be 100% correct but a good start
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alias with the corresponding ARB functions.
GL_ARB_vertex_shader (and OpenGL 2.0's) VertexAttrib functions don't alias
with conventional vertex attributes, as GL_NV_vertex_program does.
So, the ARB and NV version of VertexAttrib need to be distinct.
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1015696)
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program is enabled AND the currently bound program is valid.
Check _Enable instead of Enable to prevent things from blowing up
when someone calls glEnable(GL_VERTEX_PROGRAM_ARB) without actually
defining a program.
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The internal driver interface was also changed to use
BlendEquationSeparate instead of BlendEquation.
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