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2009-01-09glsl: fix typo in the vec2 += operator functionBrian Paul
2009-01-09glsl: fix broken +=, -=, *=, /= operatorsBrian Paul
These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
2009-01-09mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul
2009-01-09mesa: additional case in file_string()Brian Paul
2009-01-09glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul
Now the #extension directives can be handled properly.
2009-01-09glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul
2009-01-09glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul
gl_FragData[]
2009-01-09glsl: disable some unused functions (but don't remove just yet)Brian Paul
2009-01-09glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul
2009-01-09glsl: remove dead codeBrian Paul
2009-01-09glsl: loop unroll adjustmentsBrian Paul
Add a "max complexity" heuristic to allow unrolling long loops with small bodies and short loops with large bodies. The loop unroll limits may need further tweaking...
2009-01-09glsl: implement loop unrolling for simple 'for' loopsBrian Paul
Loops such as this will be unrolled: for (i = 0; i < 4; ++i) { body; } where 'body' isn't too large. This also helps to fix the issue reported in bug #19190. The problem there is indexing vector types with a variable index. For example: vec4 v; v[2] = 1.0; // equivalent to v.z = 1.0 v[i] = 2.0; // variable index into vector!! Since the for-i loop can be unrolled, we can avoid the problems associated with variable indexing into a vector (at least in this case).
2009-01-09mesa: Move var declaration to top of scope.Brian Paul
(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
2009-01-08glsl: fix typo in the vec2 += operator functionBrian Paul
2009-01-08glsl: fix broken +=, -=, *=, /= operatorsBrian Paul
These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
2009-01-08mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul
2009-01-08mesa: Add _mesa_snprintf.José Fonseca
On Windows snprintf is renamed as _snprintf.
2009-01-08mesa: Move var declaration to top of scope.José Fonseca
2009-01-07mesa: additional case in file_string()Brian Paul
2009-01-07glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul
Now the #extension directives can be handled properly.
2009-01-07glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul
2009-01-07glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul
gl_FragData[]
2009-01-07mesa: Add _mesa_snprintf.José Fonseca
On Windows snprintf is renamed as _snprintf. (cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
2009-01-07glsl: disable some unused functions (but don't remove just yet)Brian Paul
2009-01-07glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul
2009-01-07glsl: remove dead codeBrian Paul
2009-01-06glsl: loop unroll adjustmentsBrian Paul
Add a "max complexity" heuristic to allow unrolling long loops with small bodies and short loops with large bodies. The loop unroll limits may need further tweaking...
2009-01-06glsl: implement loop unrolling for simple 'for' loopsBrian Paul
Loops such as this will be unrolled: for (i = 0; i < 4; ++i) { body; } where 'body' isn't too large. This also helps to fix the issue reported in bug #19190. The problem there is indexing vector types with a variable index. For example: vec4 v; v[2] = 1.0; // equivalent to v.z = 1.0 v[i] = 2.0; // variable index into vector!! Since the for-i loop can be unrolled, we can avoid the problems associated with variable indexing into a vector (at least in this case).
2009-01-06mesa: Move var declaration to top of scope.Brian Paul
(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
2009-01-06Merge commit 'origin/master' into gallium-0.2Brian Paul
Conflicts: src/mesa/drivers/dri/common/dri_util.c
2009-01-05mesa: fix a GLSL swizzled writemask bugBrian Paul
This fixes cases such as: vec4 v4; vec2 v2; v4.xz.yx = v2; The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw; Helps to fix the Humus Domino demo. See bug 19189.
2009-01-02mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul
2009-01-02Merge commit 'origin/master' into gallium-0.2Brian Paul
Conflicts: src/mesa/main/ffvertex_prog.c src/mesa/main/texenvprogram.c
2009-01-02mesa: fix another "out of samplers" problemBrian Paul
Now only the samplers that are actually used by texture() functions are saved in the uniform variable list. Before, we could run out of samplers if too many were declared while only some of them were actually used.
2009-01-01mesa: updated comments about GLSL constantsBrian Paul
2008-12-31mesa: increase max texture image units and GLSL samplers to 16Brian Paul
The max texture coord units is still 8. All the fixed-function paths are still limited to 8 too. But GLSL shaders can use more samplers now. Note that some texcoord-related data structures are declared to be 16 elements in size rather than 8. This just simplifies the code in a few places; the extra elements aren't accessible to the user. These changes haven't been extensively tested yet, but sanity checking has been done. It should be possible to increase the max image units/samplers to 32 without doing anything special. Beyond that we'll need longer bitfields in a few places.
2008-12-30Merge commit 'origin/master' into gallium-0.2Brian Paul
Conflicts: src/mesa/main/config.h
2008-12-30mesa: fix bug in evaluation of structure fieldsBrian Paul
Fixes incorrect size information. See bug 19273.
2008-12-30mesa: allow variable indexing into the predefined uniform variable arraysBrian Paul
This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work. When a built-in uniform array is indexed with a variable index we need to "unroll" the whole array into the parameter list (aka constant buffer) because we don't know which elements may be accessed at compile-time. In the case of the gl_LightSource array of size [8], we emit 64 state references into the parameter array (8 elements times 8 vec4s per gl_LightSourceParameters struct). Previously, we only allowed constant-indexed references to uniform arrays (such as gl_LightSource[2].position) which resulted in a single state reference being added to the parameter array, not 64. We still optimize this case. Users should be aware that using "gl_LightSource[i].ambient" in their shaders is a bit expensive since state validation will involve updating all 64 light source entries in the parameter list.
2008-12-30mesa: better error message when running out of GLSL samplersBrian Paul
2008-12-30mesa: comments for some state varsBrian Paul
2008-12-19Merge commit 'origin/master' into gallium-0.2Brian Paul
2008-12-19GLSL: The LOG2 macro doesn't have enough precisionIan Romanick
It looks like the LOG2 macro only has 8 or 9 bits of precission, but the ARB_vertex_program spec says "accurate to at least 10 bits".
2008-12-18glsl: Fix handling of nested parens in macro actual arguments.Michal Krol
2008-12-18glsl: Fix handling of nested parens in macro actual arguments.Michal Krol
2008-12-16Merge commit 'origin/master' into gallium-0.2Brian Paul
2008-12-16mesa: disable debug outputBrian Paul
2008-12-16mesa: fix some GLSL array regressionsBrian Paul
array.length() wasn't working. Swizzle mask for accessing elements of float arrays was incorrect.
2008-12-15mesa: rename slang_library_noise.[ch] to prog_noise.[ch] and rename functionsBrian Paul
The noise functions were not glsl-specific. Also, ran indent on the code to clean it up.
2008-12-15mesa: bump glsl grammar revisionBrian Paul
And update some copyrights.