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* glsl: move to compiler/Emil Velikov2016-01-261-1/+1
| | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
* nir: move glsl_types.{cpp,h} to compilerEmil Velikov2016-01-261-1/+1
| | | | | | | | Allows us to remove the SCons workaround :-) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>
* mesa: Use separate indices for UBO & SSBO during bindingJordan Justen2016-01-081-10/+20
| | | | | | | | | | | Previously we were treating the binding index for Uniform Buffer Objects and Shader Storage Buffer Objects as being part of the combined BufferInterfaceBlocks array. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93322 Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Juha-Pekka Heikkila <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* mesa: rename UniformBlockStageIndex to InterfaceBlockStageIndexJordan Justen2015-11-031-2/+2
| | | | | | | | Signed-off-by: Jordan Justen <[email protected]> Cc: Samuel Iglesias Gonsálvez <[email protected]> Cc: Iago Toral <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Juha-Pekka Heikkila <[email protected]>
* mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocksIago Toral Quiroga2015-10-141-6/+6
| | | | | | | | | | | | | | Currently, these arrays in gl_shader and gl_shader_program hold both UBOs and SSBOs, so this looks like a better name. We were already using NumBufferInterfaceBlocks in gl_shader_program, so this makes things more consistent as well. In a later patch we will add {Num}UniformBlocks and {Num}ShaderStorageBlocks which will contain only references to UBOs and SSBOs respectively that will provide backends with a separate index space for both types of objects. Reviewed-by: Kristian Høgsberg <[email protected]>
* mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocksSamuel Iglesias Gonsalvez2015-09-291-4/+4
| | | | | | | | | | | Because it counts shader storage blocks too. v2: - Use NumBufferInterfaceBlocks instead (Jordan). Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
* mesa: add glShaderStorageBlockBinding()Samuel Iglesias Gonsalvez2015-09-251-0/+52
| | | | | | | Defined in ARB_shader_storage_buffer_object extension. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
* mesa: Pass the type to _mesa_uniform_matrix as a glsl_base_typeIan Romanick2015-09-021-36/+36
| | | | | | | | | | | | This matches _mesa_uniform, and it enables the bug fix in the next patch. v2: s/type/basicType/ in the assert in _mesa_uniform_matrix. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> [v1] Cc: Dave Airlie <[email protected]> Cc: "10.6 11.0" <[email protected]>
* mesa/arb_gpu_shader_fp64: add support for glGetUniformdvDave Airlie2015-08-231-9/+0
| | | | | | | | | This was missed when I did fp64, I've sent a piglit test to cover the case as well. Reviewed-by: Timothy Arceri <[email protected]> Cc: "11.0" <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* mesa: fix and simplify resource query for arraysTimothy Arceri2015-07-301-2/+3
| | | | | | | | | | | | | | | | | | | | | | This removes the need for multiple functions designed to validate an array subscript and replaces them with a call to a single function. The change also means that validation is now only done once and the index is retrived at the same time, as a result the getUniformLocation code can be simplified saving an extra hash table lookup (and yet another validation call). This chage also fixes some tests in: ES31-CTS.program_interface_query.uniform V3: rebase on subroutines, and move the resource index array == 0 check into _mesa_GetProgramResourceIndex() to simplify things further V2: Fix bounds checks for program input/output, split unrelated comment fix and _mesa_get_uniform_location() removal into their own patch. Cc: Tapani Pälli <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* mesa: add program interface queries for tessellation shadersMarek Olšák2015-07-231-6/+15
| | | | | | Based on a patch by Chris Forbes <[email protected]>. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Rename _mesa_lookup_enum_by_nr() to _mesa_enum_to_string().Kenneth Graunke2015-07-201-1/+1
| | | | | | | Generated by sed; no manual changes. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: refactor GetUniformBlockIndexTapani Pälli2015-04-161-6/+6
| | | | | | | Use _mesa_program_resource_index to get index. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: refactor GetUniformIndicesTapani Pälli2015-04-161-3/+3
| | | | | | | Use _mesa_program_resource_index to get indices. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: refactor GetUniformLocationTapani Pälli2015-04-161-18/+1
| | | | | | | Use _mesa_program_resource_location to get location. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: refactor GetActiveUniformBlockNameTapani Pälli2015-04-161-13/+5
| | | | | | | Use _mesa_get_program_resource_name to get name. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: remove unused _mesa_get_uniform_nameTapani Pälli2015-04-161-39/+0
| | | | | Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: refactor GetActiveUniformNameTapani Pälli2015-04-161-9/+2
| | | | | | | Use _mesa_get_program_resource_name to get name. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa: mesa_bufferiv utility function for buffer objectsTapani Pälli2015-04-161-116/+73
| | | | | | | | | | | | | | | Patch adds new function 'mesa_bufferiv' and refactors existing GetActiveUniformBlockiv and GetActiveAtomicCounterBufferiv to use it. corresponding Piglit tests: arb_uniform_buffer_object* arb_shader_atomic_counters* (Many tests hit the corresponding queries.) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Martin Peres <[email protected]>
* mesa/main: replace Elements() with ARRAY_SIZE()Brian Paul2015-03-021-1/+1
| | | | | | | | We've been using a mix of these two macros for a while now. Let's just use the later everywhere. It seems to be the convention used by other open-source projects. Acked-by: Ilia Mirkin <[email protected]>
* mesa: add a missing GS support check in GetActiveUniformBlockivMarek Olšák2015-02-241-0/+2
| | | | Reviewed-by: Ian Romanick <[email protected]>
* mesa: add double uniform support. (v5)Dave Airlie2015-02-191-18/+167
| | | | | | | | | | | | | | | | This adds support for the new uniform interfaces from ARB_gpu_shader_fp64. v2: support ARB_separate_shader_objects ProgramUniform*d* (Ian) don't allow boolean uniforms to be updated (issue 15) (Ian) v3: fix size_mul v4: Teach uniform update to take into account double precision (Topi) v5: add transpose for double case (Ilia) Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* glapi: add ARB_gpu_shader_fp64 (v2)Dave Airlie2015-02-191-0/+195
| | | | | | | | | | | | | | | Just add the xml file covering this extension, and dummy interface files in mesa, and fix up sanity tests. v2: Enable ProgramUniform*d* from ARB_separate_shader_objects (Ian) use 40 instead of 43 for dispatch_sanity.cpp (Chris) uncomment PU sanity tests. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* mesa: Fix function name in GetActiveUniformName errorChris Forbes2014-11-231-1/+1
| | | | Signed-off-by: Chris Forbes <[email protected]>
* mesa/main: Pass the data that _mesa_uniform actually wantsIan Romanick2014-11-101-48/+48
| | | | | | | | | | The GL_ enums were previously used because glsl_types.h couldn't be used in C code. That was fixed some time ago (and uniforms.c already includes glsl_types.h), so this is no longer necessary. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* mesa: Silence unused parameter warning in _mesa_init_shader_programIan Romanick2014-10-241-4/+4
| | | | | | | | | | | Just remove the parameter. Silences: ../../src/mesa/main/uniform_query.cpp:1062:1: warning: unused parameter 'ctx' [-Wunused-parameter] Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: validate sampler uniforms during gluniform callsTapani Pälli2014-10-201-0/+14
| | | | | | | | | | | | | | | | | Patch fixes 'glsl-2types-of-textures-on-same-unit' in WebGL conformance test suite. No Piglit regressions, fixes gl-2.0-active-sampler-conflict. To avoid adding potentially heavy check during draw (valid_to_render), check is done during uniform updates by inspecting TexturesUsed mask. A new boolean variable is introduced to cache validation state. v2: take into account case where 2 uniforms use same unit (curro) also do the check only when SSO is not in use, SSO has own path for sampler validation. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* mesa: Fold _mesa_uniform_merge_location_offset into its only callerIan Romanick2014-08-071-1/+2
| | | | | | | | Also delete the comment before that function. Everything in that comment was either stale, wrong, or captured elsewhere. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Do not list inactive block members as activeIan Romanick2014-08-041-6/+26
| | | | | | | | | | | | | | | | Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.single_nested_struct.per_block_buffer_packed ES3-CTS.shaders.uniform_block.single_nested_struct_array.per_block_buffer_packed ES3-CTS.shaders.uniform_block.random.scalar_types.7 ES3-CTS.shaders.uniform_block.random.basic_arrays.4 ES3-CTS.shaders.uniform_block.random.basic_arrays.6 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.3 Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Store gl_uniform_driver_storage::format as the actual typeIan Romanick2014-06-111-1/+1
| | | | | | | | And delete the incorrect comment. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* mesa/sso: rename Shader to the pointer _ShaderGregory Hainaut2014-03-251-33/+33
| | | | | | | | | | | | | | | | 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]>
* mesa: s/GLhandleARB/GLuint/ for glGetUniform functionsBrian Paul2014-03-101-10/+10
| | | | | | | The GL specs say the parameter is GLuint, not GLhandleARB. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Move declarations before code.Vinson Lee2014-02-211-27/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This patch fixes these MSVC build errors introduced with 73b78f9c9f86dd38fb165f4730aeac9519635b07. Compiling src\mesa\main\uniforms.c ... uniforms.c src\mesa\main\uniforms.c(291) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(294) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(294) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(294) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(306) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(309) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(309) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(309) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(322) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(325) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(325) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(325) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(345) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(348) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(348) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(348) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(360) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(363) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(363) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(363) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(376) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(379) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(379) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(379) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(588) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(591) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(591) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(591) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(603) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(606) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(606) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(606) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 src\mesa\main\uniforms.c(619) : error C2143: syntax error : missing ';' before 'type' src\mesa\main\uniforms.c(622) : error C2065: 'shProg' : undeclared identifier src\mesa\main\uniforms.c(622) : warning C4047: 'function' : 'gl_shader_program *' differs in levels of indirection from 'int' src\mesa\main\uniforms.c(622) : warning C4024: '_mesa_uniform' : different types for formal and actual parameter 2 Signed-off-by: Vinson Lee <[email protected]>
* mesa/sso: Add extension entry points for GL_ARB_separate_shader_objectsGregory Hainaut2014-02-211-0/+400
| | | | | | | | | | | | | | | | | | | | | | | | | Nothings implemented yet but glProgramUniform* which are mostly a copy/paste of the older function glUniform* I create dedicated pipelineobj.[ch] file that will contains function related to the "new" pipeline container object. V2: formatting improvement V3: * indentation fix * Update copyright * Add a comment on ProgramParameteri already present in another extension * Remove TODO, will be readded on correct patch V4 (idr): * Fix dispatch_sanity unit test * Make extension string available in core profiles (instead of just compatibility). * Trivial reformating Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* mesa: Clean up nomenclature for pipeline stages.Paul Berry2014-01-081-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* mesa: fix some MSVC signed/unsigned compiler warningsBrian Paul2013-10-311-1/+1
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* mesa: Add support for ARB_shader_atomic_counters.Francisco Jerez2013-10-291-1/+61
| | | | | | | | | | | | | | | 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]>
* glapi: Add support for ARB_shader_atomic_counters.Francisco Jerez2013-10-291-0/+6
| | | | | | | | Add XML file for the dispatch code generator, update the dispatch_sanity test and add stub definition for the new entry point. Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: s/unsigned/int/ to fix MSVC warning in uniforms.cBrian Paul2013-07-121-1/+1
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* glsl: Add a gl_shader_program parameter to ↵Ian Romanick2013-06-121-1/+1
| | | | | | | | | | | | _mesa_uniform_{merge,split}_location_offset This will be used in the next commit. NOTE: This is a candidate for stable release branches. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-and-tested-by: Chad Versace <[email protected]>
* mesa: fix GLSL program objects with more than 16 samplers combinedMarek Olšák2013-05-281-3/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | The problem is the sampler units are allocated from the same pool for all shader stages, so if a vertex shader uses 12 samplers (0..11), the fragment shader samplers start at index 12, leaving only 4 sampler units for the fragment shader. The main cause is probably the fact that samplers (texture unit -> sampler unit mapping, etc.) are tracked globally for an entire program object. This commit adapts the GLSL linker and core Mesa such that the sampler units are assigned to sampler uniforms for each shader stage separately (if a sampler uniform is used in all shader stages, it may occupy a different sampler unit in each, and vice versa, an i-th sampler unit may refer to a different sampler uniform in each shader stage), and the sampler-specific variables are moved from gl_shader_program to gl_shader. This doesn't require any driver changes, and it fixes piglit/max-samplers for gallium and classic swrast. It also works with any number of shader stages. v2: - converted tabs to spaces - added an assertion to _mesa_get_sampler_uniform_value Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: add & use a new driver flag for UBO updates instead of _NEW_BUFFER_OBJECTMarek Olšák2013-05-111-1/+3
| | | | | | | v2: move the flagging from intel_bufferobj_data to intel_bufferobj_alloc_buffer Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: Restore 78-column wrapping of license text in C-style comments.Kenneth Graunke2013-04-231-3/+4
| | | | | | | | | | | | | | 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]>
* mesa: Add "OR COPYRIGHT HOLDERS" to license text disclaiming liability.Kenneth Graunke2013-04-231-1/+1
| | | | | | | | | | | | | | | This brings the license text in line with the MIT License as published on the Open Source Initiative website: http://opensource.org/licenses/mit-license.php Generated automatically be the following shell command: $ git grep 'THE AUTHORS BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \ sed -i 's/THE AUTHORS/THE AUTHORS OR COPYRIGHT HOLDERS/' {} This introduces some wrapping issues, to be fixed in the next commit. Reviewed-by: Brian Paul <[email protected]>
* mesa: Change "BRIAN PAUL" to "THE AUTHORS" in license text.Kenneth Graunke2013-04-231-1/+1
| | | | | | | | | | | | | | | | Generated automatically be the following shell command: $ git grep 'BRIAN PAUL BE LIABLE' | sed 's/:.*$//g' | xargs -I '{}' \ sed -i 's/BRIAN PAUL/THE AUTHORS/' {} The intention here is to protect all authors, not just Brian Paul. I believe that was already the sensible interpretation, but spelling it out is probably better. More practically, it also prevents people from accidentally copy & pasting the license into a new file which says Brian is not liable when he isn't even one of the authors. Reviewed-by: Brian Paul <[email protected]>
* glsl: Add gl_uniform_buffer_variable::IndexName fieldIan Romanick2013-01-251-1/+1
| | | | | | | | | | | | | glGetUniformIndices requires that the block instance index not be present in the name of queried uniforms. However, gl_uniform_buffer_variable::Name will include the instance index. The IndexName field is added to handle this difference. Note that currently IndexName will always point to the same string as Name. This will change soon. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Carl Worth <[email protected]>
* mesa: Drop manual checks for outside begin/end.Eric Anholt2013-01-211-2/+0
| | | | | | | | | | | We now have a separate dispatch table for begin/end that prevent these functions from being entered during that time. The ASSERT_OUTSIDE_BEGIN_END_WITH_RETVALs are left because I don't want to change any return values or introduce new error-only stubs at this point. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Array uniform names are supposed to have [0] appendedIan Romanick2013-01-181-0/+31
| | | | | | | | | | | | | | | | This is required by OpenGL ES 3.0 and desktop OpenGL 4.2. Previous version were ambiguous. This also matches the behavior of NVIDIA's closed-source driver (version 304.64). Fixed gles3conformance test uniform_buffer_object_getactiveuniform. Several piglit tests expect glGetActiveUniform to *not* include the [0] on the end. These tests were already failing on NVIDIA, and this change regresses them on Mesa. Patches have been sent to the piglit mailing list to fix the tests. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Refactor getting a uniform's name to a helper functionIan Romanick2013-01-181-2/+10
| | | | | | | | We currently have a bug in this code, and I don't want to fix it in two places. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: print unsigned values with %uMatt Turner2012-12-131-4/+4
| | | | | | | | Otherwise messages say silly things like glGetActiveUniformBlockiv(block index -1 >= 0) Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>