| Commit message (Collapse) | Author | Age | Files | Lines |
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ActiveProgram is the GL_EXT_separate_shader_objects state variable
used for glUniform calls. glUseProgram also sets this.
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The 965 driver would try to set up storage for the W component, and
the offsets would get mixed up.
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I'm still not pleased with how builtin uniforms are handled, but as
long as we're relying on the prog_statevar stuff this seems about as
good as it'll get.
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Previously, uniform initializers were handled by ir_to_mesa as it made
its Parameters list. However, uniform values are global to all
shaders, and the value set in one Parameters list wasn't propagated to
the other gl_program->Parameters lists. By going back through the
general Mesa uniform handling, we make sure that all gl_programs get
updated values, and also successfully separate uniform initializer
handling from ir_to_mesa gl_program generation.
Fixes:
glsl-uniform-initializer-5.
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Check FEATURE_GL in _mesa_init_shader_dispatch and
_mesa_init_shader_uniform_dispatch. OpenGL ES can not and does not use
_mesa_init_<...>_dispatch. This is supposed to be temporary. Ideally,
a more flexible way for initializing dispatch tables should be
developed.
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laying down the foundation for everything and implementing most of the
stuff.
linking, gl_VerticesIn and multidimensional inputs are left.
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