Age | Commit message (Collapse) | Author |
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of -I flags.
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ctx->Point._Attentuation was computed in wrong place and the VB->Eye coord Z
array wasn't indexed correctly in run_point_stage().
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Change the generated vertex programs (tnl/brw) to follow the same logic as
the tnl fog wrt using absolute value, and sync them up a bit (untested).
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Rework tnl fog a bit. Make sure we always use ABS(eyez) when fog coord source
is depth, OTOH it does not seem to be necessary to use it (as was done before
in some cases) if fog coord source is fogcoord (just to save some work).
This fixes tests/fog (the first 2 cases) with i915/i915tex.
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point size.
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This is a bit of a hack for now because the tnl module is using the swrast
module to fetch texels. The texture fetch/filter code should probably be
moved into the main/ module since it doesn't really depend upon other
swrast code.
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Otherwise, the clip/interp code was finding VB->EdgeFlag to be non-null and
reading/writing it when the memory may have been freed earlier in free_space().
This fixes several VTK segfaults/failures reported by Brad King @ Kitware.
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use VertexProgram._Current instead of VertexProgram.Current in a few more places.
Only fixup fogc and psiz in case this is really a nv program (others are fine
if undefined), and fix this case up so the values actually get written.
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constants.
Previously, this limited us to 12 temp regs for vertex programs. Many vertex
shaders could exceed that. This forces us to stop using t_vb_arbprogram.c
for now because of its particular register indexing scheme. Need to increase
bits allocated for register indexing, etc.
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_mesa_update_state doesn't always reset VertexProgram._Current to NULL.
This caused us to skip a necessary update of the fixed function vertex
program sometimes.
Change the logic such that we check for updates whenever the _Current
program is either NULL or the program generated by t_vp_build.
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This got lost with glsl-compiler-1 merge, it fixes segfaults when using
ATI_fragment_shader, which uses the ProgramStringNotify mechanism but doesn't
have a valid program pointer.
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Was removed during glsl-compiler work. Still need to go back and revisit this
because of the interaction with fragment shaders...
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fragment program and it doesn't need FRAG_ATTRIB_COL0. Silences valgrind warnings.
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ctx->Shader.EmitCondCodes determines if we use condition codes.
If not, IF statement uses first operand's X component as the condition.
Added OPCODE_BRK0, OPCODE_BRK1, OPCODE_CONT0, OPCODE_CONT1 to handle
the common cases of conditional break/continue.
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This fixes a performance regression introduced early in glsl-compiler-1 work.
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Bring over the optimizations for fog and normalized spot dir
from t_vp_build.c to brw_vs_tnl.c. Likewise, port a fix for point size
calc from brw_vs_tnl.c to t_vp_build.c (use ABS(eyez) instead of -eyez). Leave
the now differing point size calcs alone though, not sure what's better (it's
basically MOV, ABS, MUL, DP3 vs. ABS, MAD, MAD).
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Compute half if LOCAL_VIEWER is enabled and the light is
a directional source.
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handle branch instructions, etc.
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Conflicts:
src/mesa/main/state.c
src/mesa/shader/program.c
src/mesa/shader/program.h
src/mesa/shader/programopt.c
src/mesa/shader/slang/slang_execute.c
src/mesa/sources
src/mesa/swrast/s_arbshader.c
src/mesa/swrast/s_context.c
src/mesa/swrast/s_span.c
src/mesa/swrast/s_zoom.c
src/mesa/tnl/t_context.c
src/mesa/tnl/t_save_api.c
src/mesa/tnl/t_vb_arbprogram.c
src/mesa/tnl/t_vp_build.c
src/mesa/tnl/t_vtx_eval.c
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Mainly, allow printing programs in either ARB, NV or "debug" formats.
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Use new internal state to avoid per-vertex normalization of static spot
direction vector. Use internal state for simpler per-vertex fog computations
(MAD instead of SUB/MUL for linear fog, EX2 instead of POW for EXP/EXP2 fog).
Simplify point size calc (2 MADs instead of MOV, MUL, MUL, DP3), and while
there fix it up (RSQ instead of RCP). All untested...
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IF/ELSE/ENDIF and BEGIN_LOOP/END_LOOP/BREAK instructions seem to work.
Disabled by default though until better tested.
Implemented IR_NOT, but needs optimization.
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ARB_vp requires vertex transformation to be invariant to fixed function tnl
if the position_invariant option is used. So the same function needs to be
used, otherwise z-fighting artifacts may happen with applications which rely
on the results being really the same due to precision issues when dealing with
floating point values (may not be a problem when using a non-optimizing
compiler strictly following IEEE rules).
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New high-level flow-control instructions, both at IR level and GPU instructions
for looping and subroutines.
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