Age | Commit message (Collapse) | Author |
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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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Conflicts:
src/mesa/main/texcompress_s3tc.c
src/mesa/tnl/t_array_api.c
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