Age | Commit message (Collapse) | Author |
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ignore stencil
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We weren't rendering correctly if the first thing drawn was a point (PRIM_MODE_POINT=0).
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This is used to wrap user-space data in a pipe buffer object to allow more
uniform treatment of various things. For example, wrapping client-side
vertex arrays so they look like VBOs.
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ignored for now
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texture and level!=0)
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tgsi_translate_mesa_program().
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Previously, output[0] was always Z and output[1] was color. Now output[0]
will be color if Z is not written.
In shade_quad() use the semantic info to determine which quantity is in
which output slot.
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fragment shader writes Z.
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Unfortunately, the generated fragment shader code is effectively unusable until
it handles quad->mask.
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structure so allocate a private copy of it.
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location.
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the clipping code.
(really done by Keith)
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in the state functions.
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These correspond to the NV and ARB-style fragment program KIL instructions.
The former is really supposed to examine the NV condition codes but Mesa's
GLSL compiler always emits unconditional KIL instructions.
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Still need to handle conditional RET statements...
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GLSL output variables (such as vertex varyings) can be read (they're not
write-only).
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The glsl/brick.c shader demo runs now.
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