Commit Graph

13788 Commits

Author SHA1 Message Date
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
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
a8ee35c1c5 mesa: remove dri_sarea.h, add glcore.h in Makefile 2009-01-06 07:36:11 -07:00
Xiang, Haihao
f1f022dbb1 mesa: Fix the size per pixel for packed pixel format data type. 2009-01-06 15:37:45 +08:00
Xiang, Haihao
241c0bfc98 mesa: Fix the number of components for GL_UNSIGNED_SHORT_1_5_5_5_REV. (bug #19390) 2009-01-06 15:34:51 +08:00
Xiang, Haihao
7627c7f5df dri: correct the damage.
Fixes bug #17234
2009-01-06 11:22:19 +08:00
Brian Paul
c5c9241cca mesa: add GLushort cases for render to texture (Z-buffers) 2009-01-05 18:12:23 -07:00
Brian Paul
9736d8f033 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.
2009-01-05 13:16:09 -07:00
Brian Paul
0d797365de i965: implement OPCODE_TRUNC (round toward zero) on vertex path.
Also, fix some RNDD vs. RNDZ confusion elsewhere.
2009-01-05 10:09:28 -07:00
Tom Fogal
4469355df2 glu: Add mangled symbols to export list
This adds all of the `mglu' symbols to the list of symbol exports
for GLU.  Without this patch, mangled GLU symbols are considered
`internal' symbols, and calling any results in undefined references.
2009-01-05 08:00:16 -07:00
Brian Paul
724ed5b84b mesa: fix warning about possibly undefined var in GLSL compiler 2009-01-02 17:30:08 -07:00
Brian Paul
1fad6ccb75 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.
2009-01-02 12:28:37 -07:00
Brian Paul
4a6ad999ea i965: increase number of texture samplers to 16
This lets GLSL shaders use up to 16 samplers.
Fixed function is still limited to 8 textures.
Tested with progs/glsl/samplers.c
2009-01-01 14:05:30 -07:00
Brian Paul
3b891a502b i965: comments, clean-ups, re-order some functions 2009-01-01 14:05:30 -07:00
Brian Paul
32e03c4a2f i965: added OPCODE_NRM3/4 2009-01-01 14:05:30 -07:00
Brian Paul
e262da8040 i965: fix comment 2009-01-01 14:05:30 -07:00
Brian Paul
914fcbafdb i965: indentation and formatting fixes 2009-01-01 14:05:30 -07:00
Brian Paul
131ac5b465 i965: implement OPCODE_NRM3/NRM4 2009-01-01 14:05:30 -07:00
Brian Paul
23b0ad4d7e i965: whitespace, comment changes 2009-01-01 14:05:30 -07:00
Brian Paul
1d03f2834f mesa: comments, whitespace changes 2009-01-01 14:05:30 -07:00
Brian Paul
46b8fe00c9 demos: added progs/glsl/samplers.c to test all available texture samplers 2009-01-01 14:02:17 -07:00
Brian Paul
dfada459aa mesa: updated comments about GLSL constants 2009-01-01 08:07:54 -07:00
Brian Paul
e9b34885b8 mesa: increase max texture image units and GLSL samplers to 16
The max texture coord units is still 8.  All the fixed-function paths are
still limited to 8 too.  But GLSL shaders can use more samplers now.

Note that some texcoord-related data structures are declared to be 16
elements in size rather than 8.  This just simplifies the code in a few
places; the extra elements aren't accessible to the user.

These changes haven't been extensively tested yet, but sanity checking has
been done.

It should be possible to increase the max image units/samplers to 32 without
doing anything special.  Beyond that we'll need longer bitfields in a few
places.
2008-12-31 12:00:17 -07:00
Eric Anholt
bfebeffc00 intel: Share passthrough transform setup between glBitmap and glDrawPixels.
The DrawPixels path was missing glViewport care, so blender's toolbar icons
would go to the wrong places.

Bug #19118.
2008-12-31 00:35:17 -08:00
Eric Anholt
e1a9217554 intel: Add support for glBitmap as metaops using GL calls.
This lets us avoid software fallbacks when clients forget to turn some state
off (engine demo) or just do crazy things to test conformance (OGLC).

This should probably be brought into mesa generic code so other drivers can
make use of it.

Bug #19016.
2008-12-31 00:10:29 -08:00
Brian Paul
e8d7db31e2 mesa: fix bug in evaluation of structure fields
Fixes incorrect size information.  See bug 19273.
2008-12-30 17:50:39 -07:00
Brian Paul
c6537ac8b8 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.
2008-12-30 17:11:32 -07:00
Brian Paul
ca0540e25c mesa: better error message when running out of GLSL samplers 2008-12-30 17:03:09 -07:00
Brian Paul
6f346ec0b8 mesa: comments for some state vars 2008-12-30 17:00:36 -07:00
Brian Paul
432e9fa852 mesa: increase max constants/uniforms to 256 (vec4 vectors) 2008-12-30 17:00:06 -07:00
Brian Paul
49a3fabed8 mesa: updated compilation documentation 2008-12-30 07:57:16 -07:00
Brian Paul
c9122072fc demos: minor fixes to twoside.c glsl demo 2008-12-30 07:24:19 -07:00
Xiang, Haihao
0c4346e632 intel: disable ATI_texture_env_combine3 for i830( and related device).
Thanks to Eric for pointing it out.
2008-12-30 11:25:45 +08:00
Eric Anholt
6c01500228 dri: Fix driWaitForMSC32 when divisor >= 2 and msc < 0.
We'd come up with a negative remainder, while we were looking for the positive
version of it in the loop conditional.  And, since the "did we hit our target"
break was disabled for the target_msc == 0 ("Just make the divisor/remainder
work") path, we'd never exit.

Simplify the code by just using int64_t all over instead of trying to do it
in a u32 space.
2008-12-29 12:09:24 -08:00