Age | Commit message (Collapse) | Author |
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All samplers indexes were zero.
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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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Also, remove obsolete matrix codegen code.
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Conflicts:
src/mesa/drivers/dri/i965/brw_sf.h
src/mesa/drivers/dri/i965/intel_context.c
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Contains the normalized fragment position within a point sprite.
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into 965-glsl
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of -I flags.
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into 965-glsl
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substitution.
We had been taking a short-cut w/ asm inlines by just using parameters in order
rather than doing full formal parameter -> actual argument substitution like
ordinary inlined function calls. This worked in all cases but one: mix() in
which the parameters were used in a different order.
This fixes bug 10821.
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what's expected.
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tighter code.
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Also, found/fixed a code generation regression: the emit_swizzle() function
was always returning NULL. This caused emit_move() to miss its chance at peephole
optimization.
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IR_LOOP now has two children: the body code, and the tail code.
Tail code is the "i++" part of a for-loop, or the expression at the end
of a "do {} while(expr);" loop.
"continue" translates into: "execute tail code; CONT;"
Also, the test for infinite do/while loops was incorrect.
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