Without this patch, the two symbols get an underscore prepended
and an "@4" appended when compiling with VC8.
Signed-off-by: Brian Paul <brianp@vmware.com>
(cherry picked from commit e65029e9b3)
This fixes the progs/glsl/pointcoord.c demo. But this isn't a proper fix.
We really need a TGSI_SEMANTIC_POINT_COORD label so that the draw module
can determine which fragment input / vertex output slot needs to be set
up with the point coordinate info. We've been using generic slot 0 so far.
This would also require telling the draw module about fragment shaders
(something it doesn't have at this time).
Since the origin_lower_left / pixel_center_origin changes, we need
to use the fragcoord info that's set up in setup_fragcoord_coeff().
The code in exec_declaration() was clobbering the the interpolated
fragment position.
Fixes progs/glsl/fragcoord.c demo.
egl_xdri steals code from src/glx/x11/. This makes it broken from time
to time when there is a bigger change to the GLX code. As egl_dri2 has
been merged, which also functions as a DRI2 driver loader, remove
egl_xdri for good.
Both a link and a binding creates a reference to the resource. Drivers
should not destroy the resource when there is a reference. The
difference is better described in doc/egl.html.
GL_TRUE indicates that the driver accepts the program.
GL_FALSE indicates the program can't be compiled/translated by the
driver for some reason (too many resources used, etc).
Propogate this result up to the GL API: set GL_INVALID_OPERATION
error if glProgramString() was called. Set shader program link
status to GL_FALSE if glLinkProgram() was called.
At this point, drivers still don't do any program checking and
always return GL_TRUE.
DEBUG preprocessor macro is set by configure script when
--enable-debug is passed for configure. Radeon then just
increase debugging verbosity if DEBUG is set in compile
time.
The point size min/max registers (unused by mesa state tracker) were removed
since most hardware couldn't do much with them. However, we don't want to have
to rely on hw to do point size clamping correctly to implementation
dependent limits, hence have to do that in the vertex shader. This should also
solve a potential problem with (non-AA) points smaller than 1.0 which according
to OGL still have size 1.0.
Note that OGL point rendering is odd, in particular point sprites are rasterized
differently to points. Some hardware might support those different modes, but in
any case the different clamping values used for smooth/multisampled/sprite
enabled points might help a bit for hw which rasterizes points the same as point
sprites.
Also tweak mesa's ff to vertex shader translation so don't have to clamp twice in
case of point attenuation.