In glStencilFunc/Op/Mask() set both the front and back-face state, unless
GL_EXT_stencil_two_side is enabled. Before, we only set the front+back state
if GL_ATI_separate_stencil was enabled.
Ultimately, we probably should remove GL_EXT_stencil_two_side since it's
incompatible with GL 2.x.
In glStencilFunc/Op/Mask() set both the front and back-face state, unless
GL_EXT_stencil_two_side is enabled. Before, we only set the front+back state
if GL_ATI_separate_stencil was enabled.
Ultimately, we probably should remove GL_EXT_stencil_two_side since it's
incompatible with GL 2.x.
Share almost all code with r500_fragprog now.
This also fixes Piglit's texrect-many test, which means that the compiz
bicubic plugin should work with hardware acceleration now.
This just makes the use of mklib more consistent throughout Mesa where
we always want to pass the linker and LDFLAGS when we might be making a
shared library.
Running minstall directly means that /bin/sh is always used as hte
interpreter. If the user needs or wants to use a different shell fo
minstall, they can use the SHELL make variable.
Most make implementations will use /bin/sh as the interpreter for
commands and only use a different shell when the $(SHELL) make variable
is set. This makes the setting explicit and allows $(SHELL) to be used
in the commands themselves.
Establish the shell that make will use from configure. This is exactly
how autoconf/automake operate, with the environment variable
CONFIG_SHELL respected to override the autoconf checks. In the usual
case where the user just executes `./configure', autoconf will pick a
shell from the current shell, sh, bash, ksh or sh5 that meets its base
criteria.
The special Solaris case of looking for a POSIX shell has been changed
to just set the SHELL variable since autoconf substitutes this already.
The EXTRA_CONFIG_LINES substitution is dropped as it should no longer be
needed.
Translates textual shader into a binary token stream.
The syntax matches the tgsi_dump module, so it's possible to
simply copy-paste the shader dump and transform it back
to a binary form.