Age | Commit message (Collapse) | Author |
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If an application never calls glUniform() to set sampler variable values
they'll remain 0 (the default value/unit).
Now call _mesa_update_shader_textures_used() at link time in case glUniform()
is never called. program->TextureUsed[] will then be correct for state
validation.
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Expressions like array[i] + array[j] didn't work properly before.
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The swizzle mask for such variables wasn't set up properly.
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This fixes a function inlining bug involving vars declared inside loop bodies.
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account
Commit 1680ef869625dc1fe9cf481b180382a34e0738e7 changed the texenv program
to get color from a state register instead of a constant-valued vertex
attribute. This broke program concatenation (so glDraw/CopyPixels broke).
Now check if the second program get's color from a constant register and
handle that case appropriately.
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point coord
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Calls to glBindAttribLocation() should not take effect until the next time
that glLinkProgram() is called.
gl_shader_program::Attributes now just contains user-defined bindings.
gl_shader_program::VertexProgram->Attributes contains the actual/final bindings.
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Need to remove the 'nil' components before swizzling a swizzle
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Unused uniforms are no longer included in the active uniforms list.
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