| Age | Commit message (Collapse) | Author | 
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|  | Fixes crashes w/ Brad King's depth peeling test. | 
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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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|  | Note that (unlike texture objects), shader handles remain valid (in the
hash table) after glDeleteShader/Program() if the refcount isn't zero. | 
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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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|  | These control code generation options.  May be overridden by drivers, debuggers, etc. | 
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|  | otherwise. | 
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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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|  | Use the gl_shader struct as it should be.
Renamed gl_linked_program to gl_shader_program.
Store both shaders and programs in the same hash table and use the Type field
to distinguish them. | 
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