| Commit message (Collapse) | Author | Age | Files | Lines |
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Reduce the source tree depth a bit.
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See prev commit for related info.
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Per a patch from Marek Olšák, we can simply multiply the incoming
value by 1/sqrt(x) instead of using rcp.
We're keeping the x==0 check to avoid generating NaN for sqrt(0).
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Signed-off-by: Jeff Smith <[email protected]>
Signed-off-by: Brian Paul <[email protected]>
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GL_EXT_texture_array is different from the existing GL_MESA_texture_array
support in that the former is only supported for GLSL, not fixed-function.
The shadow compare versions of the sampler functions haven't been tested
yet. The non-shadow versions have been tested with a new piglit test.
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This file has been modified in master and removed in feature branch.
This gave a merge conflict I couldn't resolve by removing and git adding
it to index.
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Conflicts:
progs/perf/drawoverhead.c
progs/perf/teximage.c
progs/perf/vbo.c
progs/perf/vertexrate.c
src/mesa/shader/slang/library/slang_common_builtin_gc.h
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Since sqrt() is basically implemented in terms of RSQ/RCP we'll do a
divide by zero if x=0 and wind up with unpredictable results.
Now use CMP instruction to test for x<=0 and return zero in that case.
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This is quite messy. GLSL code has to be built twice: one for the
host OS, another for the target OS.
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Still don't know how to add glsl to mesa dependencies.
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The preprocessor tokeniser deals with those.
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This regression came from commit c0b59420eec5ffdf22a5919d38851c3620b97c09.
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Such TEX instructions will have the TexShadow flag set.
The gl_program::ShadowSamplers field is now set in the linker. We missed
that before.
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Conflicts:
docs/install.html
docs/relnotes-7.3.html
src/mesa/shader/slang/slang_codegen.c
src/mesa/shader/slang/slang_compile.c
src/mesa/shader/slang/slang_emit.c
src/mesa/shader/slang/slang_preprocess.c
src/mesa/shader/slang/slang_preprocess.h
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Two forms are supported:
Pragmas are silently ignored at this time.
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6333005f7aea3e5d1d86a5c47b3fa2a1ed2f3ff0)
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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.
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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.
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Conflicts:
src/mesa/main/ffvertex_prog.c
src/mesa/main/texenvprogram.c
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Conflicts:
src/mesa/main/config.h
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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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And update some copyrights.
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This allows things like float[3] x = float[3](1., 2., 3.);
Parsing and AST construction now. Codegen not working yet.
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This is the only method supported in GLSL 1.20 so we take a few short-cuts.
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This allows syntax like "float[8] foo, bar;"
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Conflicts:
src/mesa/shader/prog_print.c
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Conflicts:
src/mesa/shader/prog_execute.c
src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
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