Age | Commit message (Collapse) | Author |
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It would be nice if we handled optimized uniform math like this in
some generic way, since people often end up doing uniform expressions
in shaders, but for now keep this hard-coded like it was in the
texenvprogram code.
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For fixed function fragment processing in GLSL IR, we want to be able
to reference this state value. gl_* not explicitly permitted is
reserved, so using this variable name internally shouldn't be any
issue.
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Also return it as the correct type. Previously the whole array would
be returned and each element would be expanded to a vec4.
Fixes piglit test getuniform-01 and bugzilla #29823.
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Fix the error in uniform row calculating, it may alloc one line
more which may cause out of range on memory usage, sometimes program
aborted when free the memory.
NOTE: This is a candidate for 7.9 and 7.10 branches.
Signed-off-by: Brian Paul <brianp@vmware.com>
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Directly include mtypes.h if a file uses a gl_context struct. This
allows future removal of headers that are not strictly necessary but
indirectly include mtypes.h for a file.
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ActiveProgram is the GL_EXT_separate_shader_objects state variable
used for glUniform calls. glUseProgram also sets this.
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The 965 driver would try to set up storage for the W component, and
the offsets would get mixed up.
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I'm still not pleased with how builtin uniforms are handled, but as
long as we're relying on the prog_statevar stuff this seems about as
good as it'll get.
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Previously, uniform initializers were handled by ir_to_mesa as it made
its Parameters list. However, uniform values are global to all
shaders, and the value set in one Parameters list wasn't propagated to
the other gl_program->Parameters lists. By going back through the
general Mesa uniform handling, we make sure that all gl_programs get
updated values, and also successfully separate uniform initializer
handling from ir_to_mesa gl_program generation.
Fixes:
glsl-uniform-initializer-5.
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Check FEATURE_GL in _mesa_init_shader_dispatch and
_mesa_init_shader_uniform_dispatch. OpenGL ES can not and does not use
_mesa_init_<...>_dispatch. This is supposed to be temporary. Ideally,
a more flexible way for initializing dispatch tables should be
developed.
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laying down the foundation for everything and implementing most of the
stuff.
linking, gl_VerticesIn and multidimensional inputs are left.
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