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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cherry-picked from gallium-0.1
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All samplers indexes were zero.
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The refcounting bug was causing a memleak (unfreed programs).
The old parameter list sharing is not needed since the change in how
uniforms are handled.
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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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Mostly some pedantic changes such that `make clean' always ignores
errors. Also changed the top clean target to do the `touch
configs/current' dance instead of realclean.
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Use _mesa_reference_vert/fragprog() wherever we assign program pointers.
Fixes a memory corruption bug found with glean/api2 test.
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Also, remove obsolete matrix codegen code.
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IR_CLAMP is decomposed into OPCODE_MIN+OPCODE_MAX. Allocate a temporary
register for the intermediate value so we don't inadvertantly use an output
register (which are write-only on some GPUs).
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variable array indexes.
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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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exp() was using __asm float_exp (OPCODE_EXP) but that computes base two, not e.
See bug 10907.
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