(1, -_, ...) was converted to (-1, ...) because of the negation
in the second component.
Masking out the unused bits fixes this.
Piglit:
- glsl-fs-texture2d-branching
NOTE: This is a candidate for the 7.9 and 7.10 branches.
This gets one more piece of the pipeline onto the new codegen backend.
Once ARB_fragment_program can generate GLSL programs, we can nuke the
old backend.
This is like how we track FragmentProgram._Current for the computed
ARB fragment program for fixed function texenv, but this gives direct
access to the gl_shader_program for drivers to codegen from, skipping
ARB_fp.
This is a step towards providing a direct route for drivers accepting
GLSL IR for codegen. Perhaps more importantly, it runs the fixed
function fragment program through the GLSL IR optimization. Having
seen how easy it is to make ugly fixed function texenv code that can
do unnecessary work, this may improve real applicatinos.
It would be nice if we handled optimized uniform math like this in
some generic way, since people often end up doing uniform expressions
in shaders, but for now keep this hard-coded like it was in the
texenvprogram code.
For fixed function fragment processing in GLSL IR, we want to be able
to reference this state value. gl_* not explicitly permitted is
reserved, so using this variable name internally shouldn't be any
issue.
This is used in the upcoming fixed function shader_program generation,
and shader_program and ARB programs are together in this code until
both fragment and vertex ff get converted.
The drivers have been changed so that they behave as if all of the flags
were set. This is already implicit in most hardware drivers and required
for multiple contexts.
Some state trackers were also abusing the PIPE_FLUSH_RENDER_CACHE flag
to decide whether flush_frontbuffer should be called.
New flag ST_FLUSH_FRONT has been added to st_api.h as a replacement.
Since we're compiling/linking GLSL shaders we should check against
the shader uniform limits, not the legacy vertex/fragment program
parameter limits which are usually lower.
The gl_program_constants struct is for limits that are applicable to
any/all shader stages. Move the geometry shader-only fields into the
gl_constants struct.
Remove redundant MaxGeometryUniformComponents field too.
Need to flush rendering (or at least indicate that the rug might be getting
pulled out from underneath us) when a shader, buffer object or query object
is about to be deleted.
Also, this helps to tell the VBO module to unmap its current vertex buffer.
Benefits:
- spares us a relocation.
- needed for zone rendering (if that ever happens).
- just awesome.
v2: Rename the debug option. Completely disabling the blitter is
required for Y tiling to work, so this option will cover other
code paths in the future.
v3: Implement suggestions by Jakob Bornecrantz.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Flushing the batch/hw backend doesn't invalidate the derived state.
So kill the unnecessary function calls and add an assert in
emit_hardware_state for paranoia.
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
With the new clear code this is possible (if the app call glClear
before drawing the first primitive).
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
The polygon stipple fallback does not have to be implemented in the
draw module (it doesn't need window coords, etc). Drivers can use
this utility and avoid sw vertex fallbacks if pstipple is enabled.
Note: this is WIP and not used by any driver yet.
The gc var would be NULL if called from line 238. Instead, get
the opcode from __glXSetupForCommand(dpy) as done in other places.
And remove the unused gc parameter.
Fixes a bug reported by "John Doe" on 3/9/2011.
NOTE: This is a candidate for the 7.10 branch.