Plus fix minor error in lp_build_iceil() by tweaking the offset value.
And add a bunch of comments for the round(), trunc(), floor(), ceil()
functions.
it was wrong to put this in the fs paths, but it was easier to just
stuff it along the fragment texture sampling paths. the patch
disconnects vertex texture sampling and just maps the textures
before the draw itself and unmaps them after.
softpipe doesn't implement the draw's llvm tex sampling interface
so make sure draw can handle the cases where the driver doesn't
implement the interface
Assert ctx->Driver.NewTransformFeedback if the feature is enabled; Use
the default callbacks otherwise. The rest of core mesa expects the
state to be initialized.
Driver loading is now splitted into two stages. In the first stage, an
_EGLModule is created for each driver: user driver, default drivers, and
all files in the search directories that start with "egl_". Modules are
not loaded at this stage.
In the second stage, each module is loaded to initialize a display. The
process stops at the first module that can initialize the display.
If eglGetProcAddress is called before eglInitialize, the same code path
will be taken to find the first module that supports
EGL_DEFAULT_DISPLAY. Because we do not want to initialize the display,
drv->Probe is used instead in this case.
Check FEATURE_GL in _mesa_init_shader_dispatch and
_mesa_init_shader_uniform_dispatch. OpenGL ES can not and does not use
_mesa_init_<...>_dispatch. This is supposed to be temporary. Ideally,
a more flexible way for initializing dispatch tables should be
developed.
This also allows us to split the loop emulation into two phases. A
tranformation phase which either unrolls loops or prepares them to be
emulated, and the emulation phase which unrolls remaining loops until the
instruction limit is reached. The second phase is completed after the
deadcode analysis in order to get a more accurate count of the number of
instructions in the body of loops.