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2009-01-10Merge tag 'mesa_7_3_rc1' into debian-experimentalJulien Cristau156-5189/+9160
Conflicts: progs/tests/Makefile progs/tests/floattex.c
2009-01-10mesa: deprecate GL/amesa.h header (allegro driver)Brian Paul2-1/+66
2009-01-10mesa: deprecate the GL/fxmesa.h headerBrian Paul2-1/+104
2009-01-10xmesa: deprecate the "XMesa" interfaceBrian Paul7-4/+709
Move the include/GL/xmesa*.h files to src/mesa/drivers/x11/ so they're no longer considered public.
2009-01-10glsl: force creation of new scope for for-loop bodyBrian Paul1-0/+18
Fixes regression in progs/demos/convolution.c due to loop unrolling. This also allows the following to be compiled correctly: for (int i = 0; i < n; i++) { int i; ... } This fix is a bit of a hack, however. The better fix would be to change the slang_shader.syn grammar. Will revisit that...
2009-01-10glsl: replace 0/1 with GL_FALSE/GL_TRUEBrian Paul1-18/+18
2009-01-09swrast: Fix GL_ATI_separate_stencilIan Romanick1-0/+2
GL_ATI_separate_stencil is enabled by default for software rasterizers, but the extension functions weren't hooked up to the dispatch table.
2009-01-09glsl: make minimum struct size = 2, not 1Brian Paul1-1/+8
1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders.
2009-01-08glsl: fix typo in the vec2 += operator functionBrian Paul2-2/+2
2009-01-08mesa: set version string to 7.3-rc1Brian Paul1-1/+1
2009-01-08glsl: fix broken +=, -=, *=, /= operatorsBrian Paul2-737/+786
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.
2009-01-08mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul1-1/+1
2009-01-07i965: Fix GLSL FS DPH to return the right value instead of src0.w * src1.w.Eric Anholt1-1/+1
2009-01-07i965: Remove worrisome comment about _NEW_PROGRAM signaling fp change.Eric Anholt1-4/+0
Everything now depends on either BRW_NEW_FRAGMENT_PROGRAM or BRW_NEW_VERTEX_PROGRAM.
2009-01-07mesa: Remove _Active and _UseTexEnvProgram flags from fragment programs.Eric Anholt8-41/+5
There was a note in state.c about _Active deserving to die, and there were potential issues with it due to i965 forgetting to set _UseTexEnvProgram. Removing both simplifies things. Reviewed-by: Brian Paul <brianp@vmware.com>
2009-01-07i965: Remove dead brw_vs_tnl.cEric Anholt3-61/+0
2009-01-07i965: allow gl_FragData[0] usage when there's only one color bufferBrian Paul1-2/+9
If gl_FragData[0] is written but not gl_FragCOlor, use the former.
2009-01-07mesa: additional case in file_string()Brian Paul1-0/+2
2009-01-07glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul3-35/+65
Now the #extension directives can be handled properly.
2009-01-07glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul1-1/+1
2009-01-07glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul1-0/+11
gl_FragData[]
2009-01-07i965: init dst reg RelAddr field to zeroBrian Paul1-1/+2
2009-01-07i965: Note when we drop saturate mode on the floor in a VP.Eric Anholt1-0/+5
2009-01-07i965: Add support for LRP in VPs.Eric Anholt1-0/+42
Bug #19226.
2009-01-07mesa: Add _mesa_snprintf.José Fonseca5-7/+22
On Windows snprintf is renamed as _snprintf. (cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
2009-01-07glsl: disable some unused functions (but don't remove just yet)Brian Paul1-1/+8
2009-01-07glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul1-24/+58
2009-01-07glsl: remove dead codeBrian Paul1-13/+2
2009-01-07mesa: OSMesa Makefile fixes (use LIB_DIR)Brian Paul1-4/+3
2009-01-06glsl: loop unroll adjustmentsBrian Paul1-1/+20
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...
2009-01-06glsl: implement loop unrolling for simple 'for' loopsBrian Paul1-24/+205
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).
2009-01-06mesa: Move var declaration to top of scope.Brian Paul1-0/+8
(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
2009-01-06mesa: fix GL_DEPTH_CLEAR_VALUE castingBrian Paul2-4/+4
(cherry picked from commit d14d494dcda3d80ec2cf452551c680ffb432e306)
2009-01-06mesa: Fix the size per pixel for packed pixel format data type.Xiang, Haihao3-2/+9
2009-01-06mesa: Fix the number of components for GL_UNSIGNED_SHORT_1_5_5_5_REV. (bug ↵Xiang, Haihao1-1/+1
#19390)
2009-01-06dri: correct the damage.Xiang, Haihao1-2/+17
Fixes bug #17234
2009-01-05mesa: add GLushort cases for render to texture (Z-buffers)Brian Paul1-2/+50
2009-01-05mesa: fix a GLSL swizzled writemask bugBrian Paul1-2/+18
This fixes cases such as: vec4 v4; vec2 v2; v4.xz.yx = v2; The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw; Helps to fix the Humus Domino demo. See bug 19189.
2009-01-05i965: implement OPCODE_TRUNC (round toward zero) on vertex path.Brian Paul4-1/+7
Also, fix some RNDD vs. RNDZ confusion elsewhere.
2009-01-05glu: Add mangled symbols to export listTom Fogal1-0/+59
This adds all of the `mglu' symbols to the list of symbol exports for GLU. Without this patch, mangled GLU symbols are considered `internal' symbols, and calling any results in undefined references.
2009-01-02mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul1-6/+4
2009-01-02mesa: fix another "out of samplers" problemBrian Paul3-18/+50
Now only the samplers that are actually used by texture() functions are saved in the uniform variable list. Before, we could run out of samplers if too many were declared while only some of them were actually used.
2009-01-01i965: increase number of texture samplers to 16Brian Paul2-3/+5
This lets GLSL shaders use up to 16 samplers. Fixed function is still limited to 8 textures. Tested with progs/glsl/samplers.c
2009-01-01i965: comments, clean-ups, re-order some functionsBrian Paul1-34/+54
2009-01-01i965: added OPCODE_NRM3/4Brian Paul1-0/+3
2009-01-01i965: fix commentBrian Paul1-1/+1
2009-01-01i965: indentation and formatting fixesBrian Paul1-45/+36
2009-01-01i965: implement OPCODE_NRM3/NRM4Brian Paul1-3/+33
2009-01-01i965: whitespace, comment changesBrian Paul1-26/+11
2009-01-01mesa: comments, whitespace changesBrian Paul1-13/+31