| Commit message (Collapse) | Author | Age | Files | Lines |
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Patch adds new implementation dependent value required by the
GL_ARB_explicit_uniform_location extension. Default value for user
assignable locations is calculated as sum of MaxUniformComponents
for each stage.
v2: fix descriptor in get_hash_params.py (Petri)
v3: simpler formula for calculating initial value (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We allocate dispatch tables for BeginEnd and OutsideBeginEnd. But
when we destroy the context we were freeing the BeginEnd and Exec
tables. If Exec==BeginEnd we did a double-free. This would happen
if the context was destroyed while inside a glBegin/End pair. Now
free the BeginEnd and OutsideBeginEnd pointers.
Cc: "10.1", "10.2" <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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Implementation note:
I don't use context for ralloc (don't know how).
The check on PROGRAM_SEPARABLE flags is also done when the pipeline
isn't bound. It doesn't make any sense in a DSA style API.
Maybe we could replace _mesa_validate_program by
_mesa_validate_program_pipeline. For example we could recreate a dummy
pipeline object. However the new function checks also the
TEXTURE_IMAGE_UNIT number not sure of the impact.
V2:
Fix memory leak with ralloc_strdup
Formatting improvement
V3 (idr):
* Actually fix the leak of the InfoLog. :)
* Directly generate logs in to gl_pipeline_object::InfoLog via
ralloc_asprintf isntead of using a temporary buffer.
* Split out from previous uber patch.
* Change spec references to include section numbers, etc.
* Fix a bug in checking that a different program isn't active in a stage
between two stages that have the same program. Specifically,
if (pipe->CurrentVertexProgram->Name == pipe->CurrentGeometryProgram->Name &&
pipe->CurrentGeometryProgram->Name != pipe->CurrentVertexProgram->Name)
should have been
if (pipe->CurrentVertexProgram->Name == pipe->CurrentFragmentProgram->Name &&
pipe->CurrentGeometryProgram->Name != pipe->CurrentVertexProgram->Name)
v4 (idr): Rework to use CurrentProgram array in loops.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Basically a sed but shaderapi.c and get.c.
get.c => GL_CURRENT_PROGAM always refer to the "old" UseProgram behavior
shaderapi.c => the old api stil update the Shader object directly
V2: formatting improvement
V3 (idr):
* Rebase fixes after a block of code was moved from ir_to_mesa.cpp to
shaderapi.c.
* Trivial reformatting.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This extension provides a way for an application to render to multiple
surfaces with different buffer formats without having to use multiple
contexts. An EGLContext can be created without an EGLConfig by passing
EGL_NO_CONFIG_MESA. In that case there are no restrictions on the surfaces
that can be used with the context apart from that they must be using the same
EGLDisplay.
_mesa_initialze_context can now take a NULL gl_config which will mark the
context as ‘configless’. It will memset the visual to zero in that case.
Previously the i965 and i915 drivers were explicitly creating a zeroed visual
whenever 0 is passed for the EGLConfig. Mesa needs to be aware that the
context is configless because it affects the initial value to use for
glDrawBuffer. The first time the context is bound it will set the initial
value for configless contexts depending on whether the framebuffer used is
double-buffered.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: José Fonseca <[email protected]>
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V1:
* Extend gl_shader_state as pipeline object state
* Add a new container gl_pipeline_shader_state that contains
binding point of the previous object
* Update mesa init/free shader state due to the extension of
the attibute
* Add an init/free pipeline function for the context
V2:
* Rename gl_shader_state to gl_pipeline_object
* Rename Pipeline.PipelineObj to Pipeline.Current
* Formatting improvement
V3 (idr):
* Split out from previous uber patch.
* Remove '#if 0' debug printfs.
V4 (idr):
* Fix some errors in comments. Suggested by Jordan.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Already declared 5 lines before.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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If a driver enables ARB_gpu_shader5 and sets Const.MaxVertexSteams >= 4,
then piglit's arb_gpu_shader5-minmax test should now pass.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
v2: Use CONTEXT_INT rather than CONTEXT_ENUM.
Reviewed-by: Jordan Justen <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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This patch adds MESA_SHADER_COMPUTE to the gl_shader_stage enum.
Also, where it is trivial to do so, it adds a compute shader case to
switch statements that switch based on the type of shader. This
avoids "unhandled switch case" compiler warnings.
Reviewed-by: Matt Turner <[email protected]>
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_mesa_update_vao_client_arrays() is less of a mouthful than
_mesa_update_array_object_client_arrays(), and generally clearer.
Generated by:
$ find . -type f -print0 | xargs -0 sed -i \
's/_mesa_\([^_]*\)_array_object/_mesa_\1_vao/g'
with manual whitespace and indentation fixes applied.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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When reading through the Mesa drawing code, it's not immediately obvious
to me that "ArrayObj" (gl_array_object) is the Vertex Array Object (VAO)
state. The comment above the structure explains this, but readers still
have to remember this and translate accordingly.
Out of context, "array object" is a fairly vague. Even in context,
"array" has a lot of meanings: glDrawArrays, vertex data stored in user
arrays, gl_client_arrays, gl_vertex_attrib_arrays, and so on.
Using the term "VAO" immediately associates these fields with the OpenGL
concept, clarifying the situation and aiding programmer sanity.
Completely generated by:
$ find . -type f -print0 | xargs -0 sed -i \
-e 's/ArrayObj;/VAO;/g' \
-e 's/->ArrayObj/->VAO/g' \
-e 's/Array\.ArrayObj/Array.VAO/g' \
-e 's/Array\.DefaultArrayObj/Array.DefaultVAO/g'
v2: Rerun command to resolve conflicts with Ian's meta patches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Leaving it set to zero isn't really correct since every allocation has
at least an alignment of 1 byte. It also caused a problem in the i965
driver after I removed the MAX(64, ...) from the alignment calculation.
That's what I get for changing a patch without retesting it. :(
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73907
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Lu Hua <[email protected]>
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Now that we have a ctx->Shader.CurrentProgram array, we can just use
it directly.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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array.
These are replaced with
ctx->Shader.CurrentProgram[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].
In patches to follow, this will allow us to replace a lot of ad-hoc
logic with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' ')' \
-print0 | xargs -0 sed -i \
-e 's/\.CurrentVertexProgram/.CurrentProgram[MESA_SHADER_VERTEX]/g' \
-e 's/\.CurrentGeometryProgram/.CurrentProgram[MESA_SHADER_GEOMETRY]/g' \
-e 's/\.CurrentFragmentProgram/.CurrentProgram[MESA_SHADER_FRAGMENT]/g'
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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In _mesa_Scissor, make sure that ctx->Driver.Scissor is only called once
instead of once per scissor rectangle.
v2: Use MAX_VIEWPORTS instead of ctx->Const.MaxViewports because the
driver may not set ctx->Const.MaxViewports yet.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Use MAX_VIEWPORTS instead of ctx->Const.MaxViewports because the
driver may not set ctx->Const.MaxViewports yet.
v3: Handle all viewport entries in update_viewport_matrix and
_mesa_copy_context too. This was previously in an earlier patch.
Having the code in the earlier patch could cause _mesa_copy_context to
access a matrix that hadn't been constructed.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]> [v2]
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Only element 0 of the array is used anywhere at this time, so there
should be no changes.
v4: Split out from a single megapatch. Suggested by Ken.
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These limits will be queryable by GL_MAX_VIEWPORTS,
GL_VIEWPORT_SUBPIXEL_BITS, and GL_VIEWPORT_BOUNDS_RANGE. Drivers that
actually implement the extension must set values for these constants
that comply with the minimum-maximums from the spec.
Most of these changes were part of other patches. They were separated out
because it make reordering of later patches easier. Also, MaxViewports wasn't
set by that patch, and I completely overlooked it in review. It's now obvious
that it's set. :)
v2 (idr): Split these changes out from the original patches. Keep
MaxViewportWidth and MaxViewportHeight as GLuint.
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows the caller to execute it in a loop rather than
hand-rolling a separate call for each stage.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.0" <[email protected]>
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If a user set MESA_INFO and the OpenGL application uses a
3.0 or later context then the MESA_INFO debug output will have
an error when it queries for extensions using the deprecated
enum GL_EXTENSIONS. Passing context argument allows code
to return extension list directly regardless of profile.
Commit title updated as recommended by Kenneth Graunke.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For both vertex and fragment shaders we default MaxUniformComponents
to 4 * MAX_UNIFORMS. It makes sense to do this for geometry shaders
too; if back-ends have different limits they can override them as
necessary.
Fixes piglit test:
spec/glsl-1.50/built-in constants/gl_MaxGeometryUniformComponents
Cc: "10.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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These will be used to determine whether to signal a GPU reset after
another context in the share group has observed a reset.
v2: Change ShareGroupReset from GLboolean to bool. Suggested by Brian.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This isn't going to be used in the actual implemenation of
glGetGraphicsResetStatus.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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update_array() and update_array_format() are changed to update the new
attrib and binding states, and the client arrays become derived state.
Reviewed-by: Eric Anholt <[email protected]>
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This patch implements the common support code required for the
ARB_shader_atomic_counters extension. It defines the necessary data
structures for tracking atomic counter buffer objects (from now on
"ABOs") associated with some specific context or shader program, it
implements support for binding buffers to an ABO binding point and
querying the existing atomic counters and buffers declared by GLSL
shaders.
v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant.
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This provides an interface for applications (and OpenGL-based tools) to
access GPU performance counters. Since the exact performance counters
available vary between vendors and hardware generations, the extension
provides an API the application can use to get the names, types, and
minimum/maximum values of all available counters. Counters are also
organized into groups.
Applications create "performance monitor" objects, select the counters
they want to track, and Begin/End monitoring, much like OpenGL's query
API. Multiple monitors can be in flight simultaneously.
v2: Pass ctx to all driver hooks (suggested by Christoph), and attempt
to fix overallocation of bitsets (caught by Christoph). Incomplete.
v3: Significantly rework core data structures. Store counters in groups
rather than in a global list. Use their array index in the group's
counter list as the ID rather than trying to store a globally unique
counter ID. Use bitsets for active counters within a group, and
also track which groups are active so that's easy to query.
v4: Remove _mesa_ prefix on static functions; detect out of memory
conditions in new_performance_monitor(); make BeginPerfMonitor hook
return a boolean rather than setting m->Active or raising an error.
Switch to GLuint/unsigned for NumGroups, NumCounters, and
MaxActiveCounters (which also means switching a bunch of temporary
variable types). All suggested by Brian Paul. Also, remove
commented out code at the bottom of the block. Finally, fix the
dispatch sanity test (noticed by Ian Romanick).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]> [v3]
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The previous value of (GLuint64) ~0 has some problems:
GL_MAX_SERVER_WAIT_TIMEOUT is supposed to be a GLuint64 value, but has
to be queried via GetInteger64v(), which returns a GLint64. This means
that some applications are likely to treat it as a signed integer, where
~0 means -1. Negative values are nonsensical and problematic.
When interpreted correctly, ~0 translates to about 0.58 million years,
which seems rather excessive.
This patch changes it to 0x1fff7fffffff, which is about 1.11 years.
This is still plenty long, and is the same as both an int64 and uint64.
Applications that accidentally store it in a 32-bit int/unsigned also
get a non-negative value, which is again the same as both int and
unsigned. This value was suggested by Ian Romanick.
v2: Add the ULL prefix on the constant (suggested by Ian).
Fixes Piglit's spec/!OpenGL 3.2/get-integer-64v.
Signed-off-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Fixes MESA_GL_VERSION_OVERRIDE=3.2 egl-create-context-verify-gl-flavor.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Only the GDI driver set it to non-NULL any more, and that driver has a
Viewport hook that should keep it limping along as well as it ever has.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Brian Paul <[email protected]>
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This flag essentially tells the compiler whether it prefers
dot products or multiply/adds for matrix operations. As such,
ShaderCompilerOptions seems like the right place for it.
This also lets us specify it on a per-stage basis. This patch makes all
existing users set the flag for the Vertex Shader stage only, as it's
currently only used for fixed-function vertex programs. That will
change soon, and I wanted to preserve the existing behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The limits should not be different and OpenGL requires both to be at least 32,
which is also the maximum limit on radeon.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Shaders are unified on most hardware (= same limits in all stages).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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The previous commit introduced extra words, breaking the formatting.
This text transformation was done automatically via the following shell
command:
$ git grep 'THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY' | sed 's/:.*$//' | xargs -I {} sh -c 'vim -e -s {} < vimscript
where 'vimscript' is a file containing:
/THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY/;/\*\// !fmt -w 78 -p ' * '
:wq
Reviewed-by: Brian Paul <[email protected]>
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