Age | Commit message (Collapse) | Author |
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These correspond to the NV and ARB-style fragment program KIL instructions.
The former is really supposed to examine the NV condition codes but Mesa's
GLSL compiler always emits unconditional KIL instructions.
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GLSL fragment shader.
This allows Glean glsl1 test to get pretty far.
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Still need to handle conditional RET statements...
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GLSL output variables (such as vertex varyings) can be read (they're not
write-only).
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The glsl/brick.c shader demo runs now.
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Halt program execution when we get to END instruction. The GLSL compiler
puts subroutines after the end instruction so we have to stop before then.
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This, plus expanding all instructions ahead of time, seems to have improved
the performance of program execution by 8x or so.
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works.
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Also, instead of passing cond mask to each micro op, just apply it in the
store_dest() function.
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mach->CondMask controls writing to each of the 4 components in a quad.
mach->CondMaskStack handles nested conditionals.
Only a few of the micro ops (add/sub/mul/store) have been updated to obey CondMask at this time.
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for each fragment program.
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Fixes crash when GL_BASE_LEVEL!=0.
Also, remove old assertion.
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This reverts commit 6dcfddb8e2ec2bfb6187b912807fa65f28da2c5e.
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This reverts commit 57b5d3605745c96ddc2b6de7d50c93db65ba1257.
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st_miptree_create()
This fixes rendering with small (4x4) textures with softpipe.
Haven't yet tested with i915.
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