| Age | Commit message (Collapse) | Author | 
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- Renumber VERT_RESULT_* values so that they match the
	  numbers of the corresponding FRAG_ATTRIB_ values.
        - Add ctx->VertexProgram._Current and FragmentProgram._Current
	  values which point to either the current client-supplied
	  program if enabled, or otherwise to the current mesa-internal
	  program.  Thus this program is always the correct one for
	  the current state, providing that the mesa flags to turn on
	  automatic generation are enabled.
	- Add callbacks to ctx->Driver.BindProgram() in texenvprogram.c
	  and t_vp_build.c so that the driver knows when the generated
	  program changes.  This is cleaner than trying to code all the
	  possible _NEW_* flags into the driver, and more precise as well.
	- Add a UsesKill flag to identify fragment programs with that
	  instruction, as these can require special treatment.
	- Move the FRAG_OUTPUT values to mtypes.h, near to similar defn's.
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temporaries, parameters, etc).
glGetProgramivARB() now returns all the right things.
Updated i915 and r300 code to initialize program native limits and
current program's native instruction/temporary/etc counts.
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Now only use VERT_ATTRIB_* and FRAG_ATTRIB_* tokens instead of
hard-coded numbers.
Note: previous check-in did similarly for output register parsing.
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Use new _mesa_init_fp/vp_instruction() function to initialize instructions.
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Clean up the parse_extended_swizzle_mask() and parse_swizzle_mask() functions.
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Specifically, don't attach a dummy program.
This change also fixes an occasional segfault.
Some code clean-ups.  Use GLboolean instead of GLuint to return pass/fail.
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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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use 64-bit pointers and 32-bit longs.  So, operations like casting pointers
to unsigned long and back to pointer won't work.  glheader.h now
includes files to define uintptr_t, which should instead be used for
this sort of operation.  It is an integer type that is the same size
as a pointer.
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them easily.
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representations by switching to packed structures for registers and
instructions.
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through the GL API directly, but should instead use the GL_CALL macro.
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- remove redundant check of parsed program target
- remove redundant check of relative addressing range
- use faster grammar interface
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present in GL_EXTENSIONS string.
Parse OPTION ARB_draw_buffers.
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1015696)
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Correction on last commit (My FTP-server on linux is playing games with
<CR>'s)
 Modified Files:
 	Mesa/src/mesa/drivers/common/descrip.mms
 	Mesa/src/mesa/main/descrip.mms
 	Mesa/src/mesa/shader/arbprogparse.c
 	Mesa/src/mesa/shader/descrip.mms
 	Mesa/src/mesa/swrast/descrip.mms Mesa/src/mesa/tnl/descrip.mms
 ----------------------------------------------------------------------
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Updated OpenVMS compile support due to shader directory.
 Removed <CR>'s in arbprogparse.c
 Modified Files:
 	Mesa/src/mesa/descrip.mms
 	Mesa/src/mesa/drivers/common/descrip.mms
 	Mesa/src/mesa/main/descrip.mms
 	Mesa/src/mesa/shader/arbprogparse.c
 	Mesa/src/mesa/shader/descrip.mms
 	Mesa/src/mesa/swrast/descrip.mms Mesa/src/mesa/tnl/descrip.mms
 ----------------------------------------------------------------------
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Be sure to assign program.Base.String pointer.
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Needs testing - it havent been even compiled yet.
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