Need to execute the for loop's increment code before we continue.
Add a slang_assemble_ctx::CurLoopOper field to keep track of the containing
loop and avoid the "cont if true" path in this situation.
Plus, assorted clean-ups.
We should just check if the loop contains a continue/break in the
_slang_can_unroll_for_loop() test function...
This reverts commit 989856bde4.
Conflicts:
src/mesa/shader/slang/slang_codegen.h
This is the start of a glsl-continue-return feature branch to support
a GLSL code generator option for 'continue' and 'return' statements.
Some targets don't support CONT or RET statements so we'll need to
try to generate code that does not use them...
We were failing to deal with:
- vsnprintf returns negative value on error.
- vsnprintf returns the number of chars that *would* have been
written on truncation.
The reshape() function was called when there was no GLX context so
the viewport/modelview/projection setup wasn't doing anything. Move
the call to reshape() into draw().
Also, remove -stereo, -fullscreen options and do some general clean-up.
glsl compiler will not generate OPCODE_SWZ, and as a first step it would
be translated away to a MOV anyway (why?), but later internally this opcode is
generated (for EXT_texture_swizzling).
(cherry picked from commit 4ef1f8e3b5)
We currently don't have support for SGI_swap_control for direct
contexts with DRI2, so disable reporting the extension. Reporting
the extension, and then having glXSwapIntervalSGI() "succeed"
but do nothing can confuse applications.
https://bugs.freedesktop.org/show_bug.cgi?id=22123
(cherry picked from commit 279143c6e8)
Be clearer that this is the number of generic vertex program/shader
attributes, not counting the legacy attributes (pos, normal, color, etc).
(cherry picked from commit 4a95185c9f)
Call the _mesa_set_enable() functions instead of driver functions, etc.
Also, add missing code for 1D/2D texture arrays.
(cherry picked from commit aac19609bf)
If we're running a vertex program to emulated fixed-function, we still need
to treat vertex arrays/attributes as if we're in fixed-function mode.
This should probably be back-ported to Mesa 7.5 after a bit more testing.
(cherry picked from commit dda82137d2)
When a GLSL sampler reads from an incomplete texture it should
return (0,0,0,1). Instead of jumping through hoops in all the drivers
to make this happen, just create/install a fallback texture with those
texel values.
Fixes piglit/fp-incomplete-tex on i965 and more importantly, fixes some
GPU lockups when trying to sample from missing surfaces. If a binding
table entry is NULL, it seems that sampling sometimes works, but not
always (lockup).
Todo: create a fallback texture for each type of texture target?
(cherry picked from commit 3f25219c7b)