| Commit message (Collapse) | Author | Age | Files | Lines |
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Put edge.{dx,dy} into a union with a vector and perform subtractions in
setup_sort_vertices() on vectors.
Reduces spu_tri.o by ~300 bytes.
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Replace int setup.span{left,right}[2] with vec_uint4 setup.span.quad
SIMDize calculate_mask() and inline into into flush_spans()
Set setup.span.quad members using spu_shuffle() or spu_sel().
Reduces spu_tri.o by ~116 bytes.
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Facilitates creation of shuffle patterns for use with spu_shuffle()
and si_shufb() intrinsics.
To be used by subsequent patches.
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Basic for/while loops work now.
Only one level of loop nesting is supported at this time (same for if/else).
The progs/glsl/mandelbrot demo works, but the colors are too dim.
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We don't really support this texwrap mode yet, but this enables GL 2.1
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Start on ARL and address-relative indexing too.
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Fixes Cell regression.
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Conflicts:
src/mesa/main/ffvertex_prog.c
src/mesa/main/texenvprogram.c
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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.
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This lets GLSL shaders use up to 16 samplers.
Fixed function is still limited to 8 textures.
Tested with progs/glsl/samplers.c
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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.
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The DrawPixels path was missing glViewport care, so blender's toolbar icons
would go to the wrong places.
Bug #19118.
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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.
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This is sometimes checked to distinguish between texture views and
(deprecated) standalone surfaces.
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Otherwise blitting from display target surfaces to front screen fails in
several platforms.
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Not really an error, as we only care for the lower 4 bits.
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Conflicts:
src/mesa/main/config.h
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Fixes incorrect size information. See bug 19273.
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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.
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Thanks to Eric for pointing it out.
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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.
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