Age | Commit message (Collapse) | Author |
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If the instruction is TEX/TXP/TXL/etc the TexShadow field will be true if
the instruction is a texture fetch with shadow compare.
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Old limit was 256. Note that no arrays are declared to this size.
The only place we have to be careful about raising this limit is the
prog_src/dst_register Index bitfields. These have been bumped up too.
Added assertions to check we don't exceed the bitfield in the future too.
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(cherry picked from commit f7d80aa00611917bc8ce637136d982b151b8f44f)
This also involved adding the new MSAA fields to driCreateConfigs().
Also, re-add prog_instructions->Sampler field for i965 driver. Will
have to revisit that.
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Conflicts:
src/mesa/shader/prog_execute.c
src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
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register indexing
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We may emit these instructions from GLSL instead of DP3/RCP/MUL.
Also, implement SSG (set sign) instruction in the interpreter.
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Trunc is a more accurate description; there's no type conversion involved.
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Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
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New _mesa_num_inst_dst_regs(), _mesa_is_tex_instruction() functions
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cherry-picked from gallium-0.1
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GLSL sampler variables indicate which texture unit to use for TEX instructions.
Previously, this was baked into the fragment/vertex program and couldn't be
readily changed once set.
Now, SamplerUnits[] array indicates which texture unit is to be used for
each sampler variable. These values are set with glUniform1i().
This is extra state that must be passed to the fragment/vertex program
executor at runtime.
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Handle TGSI labels correctly.
Enhance MESA opcode info queries.
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ctx->Shader.EmitCondCodes determines if we use condition codes.
If not, IF statement uses first operand's X component as the condition.
Added OPCODE_BRK0, OPCODE_BRK1, OPCODE_CONT0, OPCODE_CONT1 to handle
the common cases of conditional break/continue.
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git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into glsl-compiler-1
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New high-level flow-control instructions, both at IR level and GPU instructions
for looping and subroutines.
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vec2 v; v.x = v.y = 1.0; // chained assignment
vec4 v; v.zx = vec2(a,b); // swizzled writemask
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