Age | Commit message (Collapse) | Author |
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Unused uniforms are no longer included in the active uniforms list.
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Some of the headers in src/mesa/main have pretty common names which
easily conflict with third-party code, e.g. config.h
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Fix incorrect uniform/attribute size query results.
Add missing error checking for glUniform, glUniformMatrix params
Fix an array size/allocation error.
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All samplers indexes were zero.
cherry-picked from master (b6fb0940c226373ac235a5d327d3fcfd742bc6b9)
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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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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.
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Users can set explicit binding with glBindAttribLocation(), otherwise the
linker will allocate generic attribute slots.
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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.
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