| Commit message (Collapse) | Author | Age | Files | Lines |
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This regression came from commit c0b59420eec5ffdf22a5919d38851c3620b97c09.
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This still needs more testing bug glean and Mesa GLSL tests seem OK.
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s/FRAG_RESULT_DEPR/FRAG_RESULT_DEPTH/
s/FRAG_RESULT_COLR/FRAG_RESULT/COLOR/
Remove FRAG_RESULT_COLH (NV half-precision) output since we never used it.
Next, we might merge the COLOR and DATA outputs (COLOR0, COLOR1, etc).
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This fixes swizzled conditional expressions such "(b ? p : q).x"
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This fixes the case of "infinitely" nested swizzles such as EXPR.wzyx.yxwz.xxyz
This doesn't appear in typical shaders but with function inlining and the
compiler's internal use of swizzles it can happen.
New glean glsl1 test case added for this.
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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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If the vertex shader writes to a varying array with a variable index,
mark all the elements of that array as being written.
For example, if the vertex shader does:
for (i = 0; i < 4; i++)
gl_TexCoord[i] = expr;
Mark all texcoord outputs as being written, not just the first.
Linking will fail if a fragment shader tries to read an input that's not
written by the vertex shader. Before this fix, this linker test could fail.
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This new issue was exposed by commit 6eabfc27f19a10dfc2663e99f9560966ba1ff697
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This fixes a bug found with swizzled array indexes such as in "array[index.z]"
where "index" is an ivec4.
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Merge commit 'origin/gallium-0.2' into gallium-master-merge
Conflicts:
Makefile
docs/relnotes-7.4.html
docs/relnotes.html
src/mesa/drivers/dri/i965/brw_wm.h
src/mesa/main/imports.c
src/mesa/main/mtypes.h
src/mesa/main/texcompress.c
src/mesa/main/texenvprogram.c
src/mesa/main/version.h
src/mesa/vbo/vbo_exec_api.c
src/mesa/vbo/vbo_save_draw.c
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Conflicts:
windows/VC8/mesa/osmesa/osmesa.vcproj
windows/VC8/progs/demos/gears.vcproj
windows/VC8/progs/progs.sln
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Conflicts:
src/mesa/shader/slang/slang_compile.c
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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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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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Now the #extension directives can be handled properly.
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gl_FragData[]
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Add a "max complexity" heuristic to allow unrolling long loops with small
bodies and short loops with large bodies.
The loop unroll limits may need further tweaking...
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Loops such as this will be unrolled:
for (i = 0; i < 4; ++i) {
body;
}
where 'body' isn't too large.
This also helps to fix the issue reported in bug #19190. The problem there
is indexing vector types with a variable index. For example:
vec4 v;
v[2] = 1.0; // equivalent to v.z = 1.0
v[i] = 2.0; // variable index into vector!!
Since the for-i loop can be unrolled, we can avoid the problems associated
with variable indexing into a vector (at least in this case).
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(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
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On Windows snprintf is renamed as _snprintf.
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Conflicts:
src/mesa/drivers/dri/common/dri_util.c
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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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Conflicts:
progs/glsl/Makefile
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Only one flag defined so far: PROG_PARAM_CENTROID_BIT
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