Commit graph

115447 commits

Author SHA1 Message Date
José Fonseca
a86776dba4 mesa: Move var declaration to top of scope. 2009-01-08 12:05:22 +00:00
José Fonseca
73d02d70b8 wgl: Do not provide DllMain inside the state tracker.
MS CRT libraries already provide a default DllMain entrypoint, and
MS Linker will complain if it finds the same symbol in two different
libraries. Therefore the DllMain has to be in (each) winsys.
2009-01-08 12:05:20 +00:00
José Fonseca
e59eb5fc96 gdi: Fix warning. 2009-01-08 12:05:17 +00:00
José Fonseca
19641a9295 wgl: Ensure public symbols get the proper DLL linkage attributes. 2009-01-08 12:05:14 +00:00
José Fonseca
8c0d8d89fa glut: Fix build. 2009-01-08 12:05:10 +00:00
José Fonseca
2105b61846 mesa: Ensure gl* symbols are marked as dllexport on windows. 2009-01-08 12:05:05 +00:00
José Fonseca
1781d7fa38 scons: Choose the appropriate MSVC CRT. 2009-01-08 12:05:03 +00:00
José Fonseca
0db6804699 mesa: Use explicit casts when precision is lost.
Silences MSVC.
2009-01-08 12:04:59 +00:00
José Fonseca
ca337076b3 mesa: Fix windows build when UNICODE is defined. 2009-01-08 12:04:03 +00:00
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
José Fonseca
f8f9a1b620 mesa: Add _mesa_snprintf.
On Windows snprintf is renamed as _snprintf.
2009-01-07 12:02:06 +00:00
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
a055520bfb add GL_READ_FRAMEBUFFER_BINDING_EXT case, regenerate get.c file
(cherry picked from commit 816fbeaa81)

Conflicts:

	src/mesa/main/get.c
2009-01-06 14:23:07 -07:00
Brian Paul
d14d494dcd mesa: fix GL_DEPTH_CLEAR_VALUE casting 2009-01-06 14:21:27 -07:00
Brian
c3be5e4a05 mesa: fix cast/conversion for optional code
(cherry picked from commit 1e3a44fab0)
2009-01-06 14:18:57 -07:00
Brian Paul
bec14ebf5e mesa: fix float->int mapping for glGetIntegerv(GL_DEPTH_CLEAR_VALUE)
(cherry picked from commit 8124faf89d)

Conflicts:

	src/mesa/main/get.c
2009-01-06 14:18:45 -07:00
Brian Paul
22ff5a7a0b mesa: pass ctx to link_uniform_vars() to fix build error 2009-01-06 14:04:17 -07:00
José Fonseca
3740a06e28 mesa: Move var declaration to top of scope. 2009-01-06 19:18:13 +00:00
José Fonseca
5da0401398 wgl: Do not provide DllMain inside the state tracker.
MS CRT libraries already provide a default DllMain entrypoint, and
MS Linker will complain if it finds the same symbol in two different
libraries. Therefore the DllMain has to be in (each) winsys.
2009-01-06 18:23:17 +00:00
José Fonseca
a40ad7ded4 gdi: Fix warning. 2009-01-06 18:23:16 +00:00
José Fonseca
c3ead57feb wgl: Ensure public symbols get the proper DLL linkage attributes. 2009-01-06 18:23:16 +00:00
José Fonseca
f98f553c4c glut: Fix build. 2009-01-06 18:23:16 +00:00
José Fonseca
3f46389a28 mesa: Ensure gl* symbols are marked as dllexport on windows. 2009-01-06 18:23:16 +00:00
José Fonseca
26ba5ce0e8 scons: Choose the appropriate MSVC CRT. 2009-01-06 18:23:16 +00:00
José Fonseca
4ebb8f78e7 mesa: Use explicit casts when precision is lost.
Silences MSVC.
2009-01-06 18:23:16 +00:00
Brian Paul
fb45adeb9e 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.

(cherry picked from commit 9736d8f033)
2009-01-06 09:22:32 -07:00
Brian Paul
0e25c363be mesa: fix warning about possibly undefined var in GLSL compiler
(cherry picked from commit 724ed5b84b)
2009-01-06 09:21:24 -07:00
Brian Paul
8e0b601e31 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.

(cherry picked from commit 1fad6ccb75)

Conflicts:

	src/mesa/shader/slang/slang_link.c
2009-01-06 09:20:55 -07:00
Brian Paul
7bfe6a9375 mesa: updated comments about GLSL constants
(cherry picked from commit dfada459aa)
2009-01-06 09:18:55 -07:00
Brian Paul
158d3febd8 mesa: fix bug in evaluation of structure fields
Fixes incorrect size information.  See bug 19273.

(cherry picked from commit e8d7db31e2)
2009-01-06 09:18:25 -07:00
Brian Paul
b66fe32c52 mesa: allow variable indexing into the predefined uniform variable arrays
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.

(cherry picked from commit c6537ac8b8)
2009-01-06 09:18:08 -07:00