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AgeCommit message (Collapse)Author
2009-01-08mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul
2009-01-07i965: Fix GLSL FS DPH to return the right value instead of src0.w * src1.w.Eric Anholt
2009-01-07i965: Remove worrisome comment about _NEW_PROGRAM signaling fp change.Eric Anholt
Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or BRW_NEW_VERTEX_PROGRAM.
2009-01-07mesa: Remove _Active and _UseTexEnvProgram flags from fragment programs.Eric Anholt
There was a note in state.c about _Active deserving to die, and there were potential issues with it due to i965 forgetting to set _UseTexEnvProgram. Removing both simplifies things. Reviewed-by: Brian Paul <brianp@vmware.com>
2009-01-07i965: Remove dead brw_vs_tnl.cEric Anholt
2009-01-07i965: allow gl_FragData[0] usage when there's only one color bufferBrian Paul
If gl_FragData[0] is written but not gl_FragCOlor, use the former.
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[]
2009-01-07i965: init dst reg RelAddr field to zeroBrian Paul
2009-01-07i965: Note when we drop saturate mode on the floor in a VP.Eric Anholt
2009-01-07i965: Add support for LRP in VPs.Eric Anholt
Bug #19226.
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
2009-01-07mesa: OSMesa Makefile fixes (use LIB_DIR)Brian 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)
2009-01-06mesa: fix GL_DEPTH_CLEAR_VALUE castingBrian Paul
(cherry picked from commit d14d494dcda3d80ec2cf452551c680ffb432e306)
2009-01-06mesa: Fix the size per pixel for packed pixel format data type.Xiang, Haihao
2009-01-06mesa: Fix the number of components for GL_UNSIGNED_SHORT_1_5_5_5_REV. (bug ↵Xiang, Haihao
#19390)
2009-01-06dri: correct the damage.Xiang, Haihao
Fixes bug #17234
2009-01-05mesa: add GLushort cases for render to texture (Z-buffers)Brian Paul
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.
2009-01-05i965: implement OPCODE_TRUNC (round toward zero) on vertex path.Brian Paul
Also, fix some RNDD vs. RNDZ confusion elsewhere.
2009-01-02mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul
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.
2009-01-01i965: increase number of texture samplers to 16Brian Paul
This lets GLSL shaders use up to 16 samplers. Fixed function is still limited to 8 textures. Tested with progs/glsl/samplers.c
2009-01-01i965: comments, clean-ups, re-order some functionsBrian Paul
2009-01-01i965: added OPCODE_NRM3/4Brian Paul
2009-01-01i965: fix commentBrian Paul
2009-01-01i965: indentation and formatting fixesBrian Paul
2009-01-01i965: implement OPCODE_NRM3/NRM4Brian Paul
2009-01-01i965: whitespace, comment changesBrian Paul
2009-01-01mesa: comments, whitespace changesBrian Paul
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.
2008-12-31intel: Share passthrough transform setup between glBitmap and glDrawPixels.Eric Anholt
The DrawPixels path was missing glViewport care, so blender's toolbar icons would go to the wrong places. Bug #19118.
2008-12-31intel: Add support for glBitmap as metaops using GL calls.Eric Anholt
This lets us avoid software fallbacks when clients forget to turn some state off (engine demo) or just do crazy things to test conformance (OGLC). This should probably be brought into mesa generic code so other drivers can make use of it. Bug #19016.
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
2008-12-30mesa: increase max constants/uniforms to 256 (vec4 vectors)Brian Paul
2008-12-30intel: disable ATI_texture_env_combine3 for i830( and related device).Xiang, Haihao
Thanks to Eric for pointing it out.
2008-12-29dri: Fix driWaitForMSC32 when divisor >= 2 and msc < 0.Eric Anholt
We'd come up with a negative remainder, while we were looking for the positive version of it in the loop conditional. And, since the "did we hit our target" break was disabled for the target_msc == 0 ("Just make the divisor/remainder work") path, we'd never exit. Simplify the code by just using int64_t all over instead of trying to do it in a u32 space.
2008-12-29R300: missing semicolonAlex Deucher