I hadn't noticed you could do this, but glsl1 tests caught it. Fixes:
glsl1-Swizzled writemask
glsl1-Swizzled writemask (2)
glsl1-Swizzled writemask (rgba)
glsl1-Swizzled writemask (stpq)
If max_index=0xffffffff and elt_bias > 0 the test for
elt_bias + max_index >= DRAW_PIPE_MAX_VERTICES
was wrong. Check earlier if max_index=0xffffffff and do the
"fail" case.
This fixes the piglit draw-elements-base-vertex test (and probably
some other things).
When defining mipmap level 'L' and level L-1 exists and the new level's
internalFormat matches level L-1's internalFormat, then use the same hw
format. Otherwise, do the regular ctx->Driver.ChooseTextureFormat() call.
This avoids a problem where we end up choosing different hw formats for
different mipmap levels depending on how the levels are defined (glTexImage
vs. glCopyTexImage vs. glGenerateMipmap, etc).
The root problem is the ChooseTextureFormat() implementation in some
drivers uses the user's glTexImage format/type parameters in the choosing
heuristic. Later mipmap levels might be generated with different calls
(ex: glCopyTexImage()) so we don't always have format/type info and the
driver may choose a different format.
For more background info see the July 2010 mesa-dev thread "Bug in
_mesa_meta_GenerateMipmap"
GLXscreenConfigs is badly named and a dumping ground for a lot of stuff.
This patch creates private screen structs for the dri drivers and moves
some of their fields over there.
There was confusion on both the size of message we can send, and on
what the URB destination offset means.
The remaining problems appear to be due to spilling of regs in the
fragment shader being broken.
Instead of using ir_call::callee, search for the signature in the
linked shader. This will allow resolving calls from functions
imported from other shaders. The ir_call::callee pointer in the
imported function will still reference a signature in the original shader.
The list of shaders to search needs to be provided as an explicit
parameter to support coming changes. At that point there is no reason
for it to be in the class. Also, fix some of the 'const' decorators.
Give ir_function::parameter_lists_match_exist similar treatment. Make
the parameters const, and propogate the constness as far as it will
trivially go.
It now works correctly when nodes are removed, as it was originally
intended to do; it no longer processes nodes added to the list before
the current node, nor those added immediately after the current node.
This matches the behavior of Linux's list_for_each_safe.
The node being processed may be removed from the list and put in a
different list. Not using the safe version caused list processing to
change streams after moving a node.
For the shader containing 'main', use the linked shader (i.e., the
clone of the original shader that contained main) as the source for
global instructions to move into main.