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* Size of input_to_index array should be VERT_ATTRIB_MAX.Brian2007-10-101-1/+1
| | | | This fixes an out of bounds array write that was causing the glsl/bump demo to render incorrectly.
* Merge tgsi_mesa_compile_fp_program() and tgsi_mesa_compile_vp_program() into ↵Brian2007-10-103-318/+45
| | | | tgsi_translate_mesa_program().
* remove unused varBrian2007-10-101-2/+0
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* start on a unified vertex/fragment program translation functionBrian2007-10-091-0/+194
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* Generate DCLs for temporaries.Brian2007-10-091-1/+77
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* Finish up decls for packed fragment program outputs.Brian2007-10-093-24/+34
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* Pack fragment program outputs to be consistant with vertex programs.Brian2007-10-094-51/+24
| | | | | | | Previously, output[0] was always Z and output[1] was color. Now output[0] will be color if Z is not written. In shade_quad() use the semantic info to determine which quantity is in which output slot.
* update some commentsBrian2007-10-091-3/+3
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* More work on flow control for CAL/RET.Brian2007-10-092-12/+31
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* New ATTRIB interpolation type for vertex program inputs/declarations.Brian2007-10-094-4/+7
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* Don't emit semantic info for vertex program inputs.Brian2007-10-091-7/+10
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* Use linked fragment shader inputs (if present) to determine which outputs ↵Brian2007-10-091-1/+8
| | | | are needed.
* use different temps in exec_tex() for biasBrian2007-10-031-5/+5
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* updated commentsBrian2007-10-031-14/+4
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* Add outputs_written bitfield to pipe_shader_state, use it to determine if ↵Brian2007-10-033-19/+37
| | | | fragment shader writes Z.
* Move XSTDCALL definition to p_compiler.hBrian2007-10-033-18/+10
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* handle frag progs that write ZBrian2007-10-031-13/+10
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* basic support for reading GL_DEPTH_COMPONENTBrian2007-10-031-3/+34
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* added s8z24_get_tile()Brian2007-10-031-0/+37
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* fix eq/neq bugsBrian2007-10-031-16/+4
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* fix f/u mix-up in micro_trunc()Brian2007-10-031-4/+4
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* move TEX code into exec_tex()Brian2007-10-031-89/+125
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* Some minor cleanups.Michel Dänzer2007-10-031-6/+5
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* Double amount of memory allocated for generated shader code.Michel Dänzer2007-10-031-1/+1
| | | | The code generated for the glxgears vertex shader didn't fit, causing a crash.
* Track fragment and vertex shader code generation via pipe shader state objects.Michel Dänzer2007-10-0310-31/+45
| | | | | Unfortunately, the generated fragment shader code is effectively unusable until it handles quad->mask.
* intel_winsys: Adapt to DRM changes (again).Michel Dänzer2007-10-031-4/+4
| | | | | It was decided after all to stick to 'pipes' here, even though the actual meaning is now 'planes'.
* In vertex shaders also expect the template to be stack allocatedZack Rusin2007-10-031-1/+5
| | | | structure so allocate a private copy of it.
* Unify the definitions of the 4 component dot product into oneZack Rusin2007-10-033-25/+10
| | | | location.
* Unify handling of userplanes and regular planes to simplifyZack Rusin2007-10-034-58/+30
| | | | | the clipping code. (really done by Keith)
* Get rid of ST_NEW_SHADER flag and the dependency on _NEW_PROGRAMZack Rusin2007-10-033-13/+18
| | | | which is being hit all the time. Done by Keith really.
* Explain a little better what we're doing here.Zack Rusin2007-10-031-3/+10
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* Make softpipe behave more like a real driver by always allocating somethingZack Rusin2007-10-034-14/+27
| | | | in the state functions.
* clean-upsBrian2007-10-021-21/+12
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* Implement/use fragment kill resultsBrian2007-10-023-9/+9
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* Implement TGSI_OPCODE_SNE with micro_ne()Brian2007-10-021-1/+20
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* Separate TGSI_OPCODE_KIL and TGSI_OPCODE_KILP (predicated).Brian2007-10-024-6/+31
| | | | | | These correspond to the NV and ARB-style fragment program KIL instructions. The former is really supposed to examine the NV condition codes but Mesa's GLSL compiler always emits unconditional KIL instructions.
* assert that program length > 1 (some code, plus END)Brian2007-10-021-0/+3
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* added MESA_FORMAT_Z16 in st_mesa_format_to_pipe_format(), for GleanBrian2007-10-021-0/+2
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* Generate a texenv fragment program if there's a GLSL vertex shader but no ↵Brian2007-10-021-1/+2
| | | | | | GLSL fragment shader. This allows Glean glsl1 test to get pretty far.
* Push mask stacks upon CAL, pop upon RET.Brian2007-10-021-0/+19
| | | | Still need to handle conditional RET statements...
* added license and interpreter commentsBrian2007-10-021-0/+52
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* Implement CONT statement.Brian2007-10-022-8/+26
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* added micro_trunc(), re-order some codeBrian2007-10-021-32/+47
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* Minor optimization: no-op CAL when ExecMask==0x0.Brian2007-10-021-3/+6
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* Added TGSI_FILE_OUTPUT case in fetch_src_file_channel().Brian2007-10-021-0/+8
| | | | | GLSL output variables (such as vertex varyings) can be read (they're not write-only).
* Implement CAL/RET and a call stack for subroutines.Brian2007-10-023-22/+37
| | | | The glsl/brick.c shader demo runs now.
* Added TGSI_OPCODE_ENDBrian2007-10-025-28/+26
| | | | | Halt program execution when we get to END instruction. The GLSL compiler puts subroutines after the end instruction so we have to stop before then.
* Fold expand_program() into tgsi_exec_prepare()Brian2007-10-022-88/+48
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* no more need for tgsi_exec_machine_run2(), remove dead codeBrian2007-10-022-59/+1
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* remove dead codeBrian2007-10-021-13/+1
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