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* python/retrace: Cope with python 2.4.xJosé Fonseca2009-02-201-3/+11
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* python: Pass a zero offset to util_draw_vertex_buffer.José Fonseca2009-02-201-1/+1
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* util: Support PIPE_FORMAT_Z32_FLOAT in pipe_tile_raw_to_rgbaJosé Fonseca2009-02-191-0/+29
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* pipebuffer: Dump debugging info for fenced buffer list.José Fonseca2009-02-183-9/+100
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* scons: Produce map files for debug builds too.José Fonseca2009-02-182-2/+2
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* pipebuffer: Don't retry to alloc memory block on mm.José Fonseca2009-02-181-7/+3
| | | | | It will give the same result 2nd time too, as fencing is done at a higher level.
* draw: Reuse xmm registers.Keith Whitwell2009-02-171-0/+13
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* glsl: make minimum struct size = 2, not 1Brian Paul2009-01-091-1/+8
| | | | | | | | | 1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders. (cherry picked from master, commit ca03e881a8d8fa3e36a601238559c20311373633)
* glsl: fix typo in the vec2 += operator functionBrian Paul2009-01-082-2/+2
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* glsl: fix broken +=, -=, *=, /= operatorsBrian Paul2009-01-082-737/+786
| | | | | | | These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
* mesa: Add _mesa_snprintf.José Fonseca2009-01-075-7/+22
| | | | On Windows snprintf is renamed as _snprintf.
* add GL_READ_FRAMEBUFFER_BINDING_EXT case, regenerate get.c fileBrian Paul2009-01-062-0/+17
| | | | | | | | (cherry picked from commit 816fbeaa813e5cdca314a39677c74c8dc700d35a) Conflicts: src/mesa/main/get.c
* mesa: fix GL_DEPTH_CLEAR_VALUE castingBrian Paul2009-01-062-4/+4
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* mesa: fix cast/conversion for optional codeBrian2009-01-062-4/+6
| | | | (cherry picked from commit 1e3a44fab068f00378613456036716d0c3772969)
* mesa: fix float->int mapping for glGetIntegerv(GL_DEPTH_CLEAR_VALUE)Brian Paul2009-01-062-3/+3
| | | | | | | | (cherry picked from commit 8124faf89d638285d8e9aa93adc3ca7f4ee729f3) Conflicts: src/mesa/main/get.c
* mesa: pass ctx to link_uniform_vars() to fix build errorBrian Paul2009-01-061-3/+4
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* mesa: Move var declaration to top of scope.José Fonseca2009-01-061-1/+1
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* wgl: Do not provide DllMain inside the state tracker.José Fonseca2009-01-066-25/+35
| | | | | | MS CRT libraries already provide a default DllMain entrypoint, and MS Linker will complain if it finds the same symbol in two different libraries. Therefore the DllMain has to be in (each) winsys.
* gdi: Fix warning.José Fonseca2009-01-061-1/+1
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* wgl: Ensure public symbols get the proper DLL linkage attributes.José Fonseca2009-01-0613-36/+52
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* glut: Fix build.José Fonseca2009-01-061-2/+1
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* mesa: Ensure gl* symbols are marked as dllexport on windows.José Fonseca2009-01-061-0/+6
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* scons: Choose the appropriate MSVC CRT.José Fonseca2009-01-062-0/+20
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* mesa: Use explicit casts when precision is lost.José Fonseca2009-01-061-2/+2
| | | | Silences MSVC.
* mesa: fix a GLSL swizzled writemask bugBrian Paul2009-01-061-2/+18
| | | | | | | | | | | 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. (cherry picked from commit 9736d8f03364068c9ca786f88a4c2881d98d5768)
* mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul2009-01-061-6/+4
| | | | (cherry picked from commit 724ed5b84bc2491da244d091de889d5b35503b5d)
* mesa: fix another "out of samplers" problemBrian Paul2009-01-063-18/+50
| | | | | | | | | | | | 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. (cherry picked from commit 1fad6ccb756ae33ca3115f59c99ca8abbeb0321e) Conflicts: src/mesa/shader/slang/slang_link.c
* mesa: updated comments about GLSL constantsBrian Paul2009-01-061-2/+3
| | | | (cherry picked from commit dfada459aabf1a02dc2dbdb6644283fc95df2586)
* mesa: fix bug in evaluation of structure fieldsBrian Paul2009-01-061-3/+1
| | | | | | Fixes incorrect size information. See bug 19273. (cherry picked from commit e8d7db31e2a6784c765911233cb3d888f612837f)
* mesa: allow variable indexing into the predefined uniform variable arraysBrian Paul2009-01-065-91/+376
| | | | | | | | | | | | | | | | | | | | | 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. (cherry picked from commit c6537ac8b8130cf2271c8d1e51137a575073c762)
* mesa: better error message when running out of GLSL samplersBrian Paul2009-01-061-1/+4
| | | | (cherry picked from commit ca0540e25c86b8095511868b0cbe96d7e85f7437)
* mesa: disable debug outputBrian Paul2009-01-061-2/+2
| | | | (cherry picked from commit 3be8d6db9e8bfbd1b3ebf9ac382857ad1e6ef753)
* mesa: fix some GLSL array regressionsBrian Paul2009-01-064-66/+85
| | | | | | | array.length() wasn't working. Swizzle mask for accessing elements of float arrays was incorrect. (cherry picked from commit 368df1615ef65afed96a44e1f43ade8cc703696f)
* mesa: updated GLSL docsBrian Paul2009-01-061-7/+27
| | | | (cherry picked from commit c4341fe80acf75bf5417ffeb85fe6902218b752a)
* mesa: bump glsl grammar revisionBrian Paul2009-01-0611-13/+13
| | | | | | And update some copyrights. (cherry picked from commit 4561307a27e07e37319fdf993c37f2c1b85ee3e9)
* mesa: more re-org of variable declarations in glsl compilerBrian Paul2009-01-061-52/+56
| | | | (cherry picked from commit 49543d7177fabc848822431891266e33bc13c818)
* mesa: more comments, clean upBrian Paul2009-01-061-10/+12
| | | | (cherry picked from commit a1229cc9e7c78c59cad8d0df30b1f28d9bc81faf)
* mesa: added comments, remove unused codeBrian Paul2009-01-061-32/+9
| | | | (cherry picked from commit a66ff046cc169c6479b00b1e7fc5d87b93ad60ed)
* mesa: checkpoint: handle uniform vars in _slang_gen_var_decl()Brian Paul2009-01-061-18/+59
| | | | | | | This allows uniform declarations with scalar/array initializers. The code is rough though, and will be cleaned up. (cherry picked from commit aa1b90463676ea71f24c1956dcf51deec1bf664c)
* mesa: place glsl constant arrays in constant memoryBrian Paul2009-01-061-7/+93
| | | | | | | | For example, a declaration like const float[3] xxx = float[3](1.1, 2.2, 3.3); will place the array in the constant buffer whereas a regular, non-const array would be placed in the temporary register file. Next up: do the same thing for uniform arrays.
* mesa: remove old size=4 limitBrian Paul2009-01-061-1/+0
| | | | (cherry picked from commit 0da44c62cc91c60d392f6e57aa047473b67ffb9b)
* mesa: code clean-up in glsl compilerBrian Paul2009-01-061-7/+8
| | | | (cherry picked from commit d4be09fb2b4a2a45a95a388f536aee566e05f96a)
* mesa: remove unneeded swizzle init code in glsl compilerBrian Paul2009-01-061-18/+0
| | | | (cherry picked from commit 240e211c711b0ebfe6c3daa6cb70a3fa8fc8b656)
* mesa: disable glsl debug outputBrian Paul2009-01-061-2/+2
| | | | (cherry picked from commit 4d49fc83f11ec2f333e06e94af5ac0d24b93caa8)
* mesa: remove unused varpool code in glsl compilerBrian Paul2009-01-064-26/+0
| | | | (cherry picked from commit 81253be3347312eb7539eb61ee9362f76370eba7)
* mesa: basic array constructors work nowBrian Paul2009-01-061-13/+144
| | | | | | | | For example: float[3] xxx = float[3](1.1, 2.2, 3.3); Optimizations for const-qualified arrays next. (cherry picked from commit 5c0c5e5af9c72c170991f48628673faba85bc6f4)
* mesa: copy array_len in slang_fully_specified_type_copy()Brian Paul2009-01-061-0/+1
| | | | (cherry picked from commit c20d00f04bdbdc0d3abdae8984ff5c874c4f0a10)
* mesa: remove incorrect array_len assignmentBrian Paul2009-01-061-1/+0
| | | | (cherry picked from commit 9016331d0fd0783d1e46c9d4b651797d6af4a60f)
* mesa: array size fix in _slang_typeof_operation()Brian Paul2009-01-061-1/+9
| | | | (cherry picked from commit 87a00959ba40ee0aeaebbc8a86ca081cf3b81c75)
* mesa: fix some more GLSL 1.20 array things.Brian Paul2009-01-062-12/+33
| | | | | | Function that return arrays should work now. (cherry picked from commit 8571401d7d7c9c91c6f053e5dc8c94a4567140fe)