Age | Commit message (Collapse) | Author |
|
All samplers indexes were zero.
|
|
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
|
|
cherry-picked from gallium-0.1
|
|
|
|
|
|
The later takes a type parameter so we can match uniforms or attributes/inputs.
Used by the GL_ACTIVE_ATTRIBUTE_MAX_LENGTH and GL_ACTIVE_UNIFORM_MAX_LENGTH
queries. Fixes problem reported by Brad King in VTK.
|
|
|
|
|
|
|
|
Users can set explicit binding with glBindAttribLocation(), otherwise the
linker will allocate generic attribute slots.
|
|
|
|
Implement _mesa_uniform_matrix()
Support for program parameters/uniforms with more than 4 elements.
Store 4x4 matrices in column-major order in registers.
Update mat mul built-in functions accordingly.
|
|
|
|
|