Brian Paul
08fdc741bc
mesa: import glext.h version 44
2009-01-08 17:20:18 -07:00
Brian Paul
d0c2cbd257
docs: dri2proto, libdrm tweaks
2009-01-08 17:19:51 -07:00
Brian Paul
acd99f67cc
glsl: fix typo in the vec2 += operator function
2009-01-08 17:07:28 -07:00
Brian Paul
0713e9da73
mesa: set version string to 7.3-rc1
2009-01-08 16:16:36 -07:00
Brian Paul
2c0ce92e8a
docs: updated Cell docs, from gallium-0.2 branch
2009-01-08 16:15:31 -07:00
Brian Paul
1ed9b1ec90
docs: more 7.3 doc updates
2009-01-08 16:14:19 -07:00
Brian Paul
11ade9a3d1
docs: import 7.2 relnotes, start on 7.3 relnotes
2009-01-08 16:12:23 -07:00
Brian Paul
730a407ca2
glsl: fix broken +=, -=, *=, /= operators
...
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.
2009-01-08 15:35:23 -07:00
Brian Paul
19c877c327
mesa: fix off-by-one bug in _mesa_delete_instructions()
2009-01-08 15:35:23 -07:00
Eric Anholt
83a74521cf
i965: Fix GLSL FS DPH to return the right value instead of src0.w * src1.w.
2009-01-07 20:35:25 -08:00
Eric Anholt
6d2cf395f4
i965: Remove worrisome comment about _NEW_PROGRAM signaling fp change.
...
Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or
BRW_NEW_VERTEX_PROGRAM.
2009-01-07 20:35:24 -08:00
Eric Anholt
8fb727548a
mesa: Remove _Active and _UseTexEnvProgram flags from fragment programs.
...
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>
2009-01-07 20:34:46 -08:00
Eric Anholt
b9b482bd8d
i965: Remove dead brw_vs_tnl.c
2009-01-07 20:34:43 -08:00
Brian Paul
f68f94c2bc
i965: allow gl_FragData[0] usage when there's only one color buffer
...
If gl_FragData[0] is written but not gl_FragCOlor, use the former.
2009-01-07 18:45:49 -07:00
Brian Paul
bc7d2c4f51
mesa: additional case in file_string()
2009-01-07 18:44:41 -07:00
Brian Paul
9629be5e07
glsl: pass GLcontext::Extension info down into GLSL preprocessor
...
Now the #extension directives can be handled properly.
2009-01-07 18:44:00 -07:00
Brian Paul
176464b14b
glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITY
2009-01-07 18:41:54 -07:00
Brian Paul
d1860bcd0a
glsl: check that the fragment shader does not write both gl_FragColor and gl_FragData[]
2009-01-07 18:22:56 -07:00
Brian Paul
95fa98d61a
i965: init dst reg RelAddr field to zero
2009-01-07 15:06:06 -07:00
Eric Anholt
8112c9e2cc
i965: Note when we drop saturate mode on the floor in a VP.
2009-01-07 12:41:55 -08:00
Eric Anholt
f53d9913ac
i965: Add support for LRP in VPs.
...
Bug #19226 .
2009-01-07 12:40:16 -08:00
José Fonseca
b3c7f7466c
mesa: Add _mesa_snprintf.
...
On Windows snprintf is renamed as _snprintf.
(cherry picked from commit f8f9a1b620 )
2009-01-07 09:00:05 -07:00
Brian Paul
510ed7f51e
glsl: disable some unused functions (but don't remove just yet)
2009-01-07 08:56:10 -07:00
Brian Paul
a8542200b3
glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."
2009-01-07 08:54:09 -07:00
Brian Paul
cea7f7b763
glsl: remove dead code
2009-01-07 08:32:21 -07:00
Brian Paul
1a414a4dbe
mesa: OSMesa Makefile fixes (use LIB_DIR)
2009-01-07 08:25:59 -07:00
Brian Paul
0b0d0dcdef
glsl: loop unroll adjustments
...
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...
2009-01-06 17:36:20 -07:00
Brian Paul
1fa978c891
glsl: implement loop unrolling for simple 'for' loops
...
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).
2009-01-06 17:24:23 -07:00
Brian Paul
338ae34d22
mesa: Move var declaration to top of scope.
...
(cherry picked from commit 3740a06e28 )
2009-01-06 14:29:08 -07:00
Brian Paul
814bc5ccda
mesa: fix GL_DEPTH_CLEAR_VALUE casting
...
(cherry picked from commit d14d494dcd )
2009-01-06 14:24:16 -07:00
Brian Paul
a8ee35c1c5
mesa: remove dri_sarea.h, add glcore.h in Makefile
2009-01-06 07:36:11 -07:00
Xiang, Haihao
f1f022dbb1
mesa: Fix the size per pixel for packed pixel format data type.
2009-01-06 15:37:45 +08:00
Xiang, Haihao
241c0bfc98
mesa: Fix the number of components for GL_UNSIGNED_SHORT_1_5_5_5_REV. (bug #19390 )
2009-01-06 15:34:51 +08:00
Xiang, Haihao
7627c7f5df
dri: correct the damage.
...
Fixes bug #17234
2009-01-06 11:22:19 +08:00
Brian Paul
c5c9241cca
mesa: add GLushort cases for render to texture (Z-buffers)
2009-01-05 18:12:23 -07:00
Brian Paul
9736d8f033
mesa: fix a GLSL swizzled writemask bug
...
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.
2009-01-05 13:16:09 -07:00
Brian Paul
0d797365de
i965: implement OPCODE_TRUNC (round toward zero) on vertex path.
...
Also, fix some RNDD vs. RNDZ confusion elsewhere.
2009-01-05 10:09:28 -07:00
Tom Fogal
4469355df2
glu: Add mangled symbols to export list
...
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.
2009-01-05 08:00:16 -07:00
Brian Paul
724ed5b84b
mesa: fix warning about possibly undefined var in GLSL compiler
2009-01-02 17:30:08 -07:00
Brian Paul
1fad6ccb75
mesa: fix another "out of samplers" problem
...
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.
2009-01-02 12:28:37 -07:00
Brian Paul
4a6ad999ea
i965: increase number of texture samplers to 16
...
This lets GLSL shaders use up to 16 samplers.
Fixed function is still limited to 8 textures.
Tested with progs/glsl/samplers.c
2009-01-01 14:05:30 -07:00
Brian Paul
3b891a502b
i965: comments, clean-ups, re-order some functions
2009-01-01 14:05:30 -07:00
Brian Paul
32e03c4a2f
i965: added OPCODE_NRM3/4
2009-01-01 14:05:30 -07:00
Brian Paul
e262da8040
i965: fix comment
2009-01-01 14:05:30 -07:00
Brian Paul
914fcbafdb
i965: indentation and formatting fixes
2009-01-01 14:05:30 -07:00
Brian Paul
131ac5b465
i965: implement OPCODE_NRM3/NRM4
2009-01-01 14:05:30 -07:00
Brian Paul
23b0ad4d7e
i965: whitespace, comment changes
2009-01-01 14:05:30 -07:00
Brian Paul
1d03f2834f
mesa: comments, whitespace changes
2009-01-01 14:05:30 -07:00
Brian Paul
46b8fe00c9
demos: added progs/glsl/samplers.c to test all available texture samplers
2009-01-01 14:02:17 -07:00
Brian Paul
dfada459aa
mesa: updated comments about GLSL constants
2009-01-01 08:07:54 -07:00