Age | Commit message (Collapse) | Author |
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test in if.glsl
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e.g.
const int kernelSize = 9;
uniform vec2 kernel[kernelSize];
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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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Contains the normalized fragment position within a point sprite.
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of -I flags.
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This includes the sampler2DRect and sampler2DRectShadow types and
the texture2DRect(), texture2DRectProj(), etc. built-in functions.
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Used to track the number of components in a float/int/bool literal.
Helps with some typechecking things.
Fixes problems with calls such as "distance(v2, vec2(1.0, 2.0))"
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of registers, rather than crash.
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and expression temporarires. Much better register utilization now.
Lots of other fixes.
The OpenGL GLSL "orange book" brick shader demo works now.
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temporaries.
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Users can set explicit binding with glBindAttribLocation(), otherwise the
linker will allocate generic attribute slots.
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properly.
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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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instructions.
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