Age | Commit message (Collapse) | Author |
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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.
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Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or
BRW_NEW_VERTEX_PROGRAM.
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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>
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If gl_FragData[0] is written but not gl_FragCOlor, use the former.
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Now the #extension directives can be handled properly.
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gl_FragData[]
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Bug #19226.
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On Windows snprintf is renamed as _snprintf.
(cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
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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...
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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).
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(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
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(cherry picked from commit d14d494dcda3d80ec2cf452551c680ffb432e306)
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#19390)
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Fixes bug #17234
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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.
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Also, fix some RNDD vs. RNDZ confusion elsewhere.
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This adds all of the `mglu' symbols to the list of symbol exports
for GLU. Without this patch, mangled GLU symbols are considered
`internal' symbols, and calling any results in undefined references.
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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.
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This lets GLSL shaders use up to 16 samplers.
Fixed function is still limited to 8 textures.
Tested with progs/glsl/samplers.c
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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.
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The DrawPixels path was missing glViewport care, so blender's toolbar icons
would go to the wrong places.
Bug #19118.
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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.
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Fixes incorrect size information. See bug 19273.
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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.
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