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912 Commits

Author SHA1 Message Date
Brian
02e958a1e4 added glGetActiveAttrib 2007-04-27 16:27:36 -06:00
Brian
cce5084941 "Fix" for bug 9170. May need more attention. 2007-04-27 15:41:07 -06:00
Brian
4b1d1b7b18 document perspective correction issues 2007-04-27 15:25:00 -06:00
Brian
7ff72a7659 document broken inverse trig functions 2007-04-27 15:23:19 -06:00
Brian
c4b3b8dece asin(), acos(), atan() just return 0.5 for now to avoid crashing. Fix someday. 2007-04-27 15:22:58 -06:00
Brian
65bab0dad8 remove rc4 suffix 2007-04-27 08:00:51 -06:00
Brian
74edc663a6 set 6.5.3 release date 2007-04-27 08:00:37 -06:00
Brian
54d59cfb70 Added error check that all varying vars needed by the fragment shader are produced by vertex shader. 2007-04-26 12:20:53 -06:00
Brian
b7f5b8af65 Unconditionally update _TriangleCaps bits. Fixes software fallback bugs, such as #10687. 2007-04-26 10:45:44 -06:00
Brian
4099531a0a bump Windows to OpenGL 2.1, set release date 2007-04-26 07:50:26 -06:00
Brian
1606f2c123 enable 2.1 extensions 2007-04-26 07:49:33 -06:00
Brian
1dd7c00214 Windows updates 2007-04-26 07:48:35 -06:00
Brian
f42d4ab41e move #include <GL/glut.h> after other #includes for Windows 2007-04-26 07:46:59 -06:00
Brian
4a28548cbf use sqrt(), not sqrtf() for Windows 2007-04-26 07:46:38 -06:00
Karl Schultz
5814922d25 updates for 6.5.3 w/ VC8 2007-04-25 10:28:37 -06:00
Brian
3de20aead2 RC4 2007-04-25 10:01:30 -06:00
Brian
6d27194dff fix attribsMask (re-fixes depth peeling algorithm) 2007-04-25 09:58:15 -06:00
Brian
c233aa2768 s/fog/attrib[FRAG_ATTRIB_FOGC][0]/ 2007-04-24 22:32:41 -06:00
Brian
c93b2a1cb7 s/fog/attrib[FRAG_ATTRIB_FOGC][0]/ 2007-04-24 22:22:14 -06:00
Brian
eca456b63d s/DO_TEXVAR/DO_ATTRIBS/ 2007-04-24 16:57:38 -06:00
Brian
4003bde6ff get rid of an extra textured triangle function 2007-04-24 16:47:33 -06:00
Brian
ddcf819906 s/TEXTURE/ATTRIBS/ 2007-04-24 16:47:07 -06:00
Brian
9ede048127 trim down the number of line drawing functions, special cases 2007-04-24 16:40:54 -06:00
Brian
97693436a5 only need one CI-mode triangle function 2007-04-24 16:20:50 -06:00
Brian
8a8a5bd104 s/INTERP_TEX/INTERP_ATTRIBS/ 2007-04-24 16:16:25 -06:00
Brian
3e5eda9ee9 fix typo 2007-04-24 10:21:10 -06:00
Brian
f38dcc8a6a added missing VC8 .sln files 2007-04-24 10:19:19 -06:00
Brian
b1b154c498 added new VC* files, bump version to rc3 2007-04-24 08:58:12 -06:00
Karl Schultz
286faac68e assorted fixes for Windows/VC8 2007-04-24 08:53:28 -06:00
Brian
3b0bd0ce17 new VC8 project files 2007-04-24 08:52:34 -06:00
Karl Schultze
208ea84524 fix double const, move an assertion 2007-04-24 08:19:07 -06:00
Matthias Hopf
7868ab6617 add missing semicolon 2007-04-24 07:48:35 -06:00
Sean D'Epagnier
47ad443c55 Added proper cleanup code 2007-04-23 21:17:30 -07:00
Brian
3db3dc58bc disable some errant code 2007-04-23 22:04:03 -06:00
Brian
c27adc52ce remove SWvertex->fog field, use attrib field 2007-04-23 22:03:11 -06:00
Brian
afc132e7a9 remove SWvertex->fog field, use attrib field 2007-04-23 22:01:34 -06:00
Brian
335769a875 some re-org, clean-up 2007-04-23 21:27:13 -06:00
Brian
0bdf216dd0 Improve the code for interpolating fragment attributes a little. More to come... 2007-04-23 21:21:52 -06:00
Brian
d59e6f233b import glxext.h version 19 2007-04-22 15:32:10 -06:00
Sean D'Epagnier
ad02042db2 Fixed fallout, glfbdev driver was calling a nop function that was removed. 2007-04-21 20:18:42 -07:00
Brian
f793e90e82 Fix color sum bug 10688. 2007-04-21 15:58:37 -06:00
Brian
112e1f2b5a specularColor.alpha should default to 1, not 0 2007-04-21 15:56:10 -06:00
Brian
e5cf37c178 fix SkipPixels bugs in _mesa_pack_bitmap(), bug 10690 2007-04-21 14:12:57 -06:00
Brian
b5e9b0e562 Remove the !rb->Data check that was added a few months ago.
Was changed while debugging #7205.  Broke the shadowtext demo.  Revisit this
if the problem w/ bug 7205 returns...
2007-04-21 13:18:06 -06:00
Brian
b1502588c4 s/occlude.h/queryobj.h/ 2007-04-21 12:54:23 -06:00
Brian
74afcabd85 Rename occlude.[ch] to queryobj.[ch] 2007-04-21 12:42:54 -06:00
Brian
b3ab925e91 Rename occlude.[ch] to queryobj.[ch] to better reflect contents. 2007-04-21 12:36:39 -06:00
Brian
2d2c6a622d prep for 6.5.3 rc2 2007-04-21 12:31:51 -06:00
Brian
fc3d6bd351 memory leaks fixed 2007-04-21 12:30:58 -06:00
Brian
e261d66d81 Remove all the USE_MEMPOOL debug code. 2007-04-21 12:30:58 -06:00
Brian
cd3e39340f Use new memory pool allocator. Lots of debug code still in place... 2007-04-21 12:30:58 -06:00
Ian Romanick
ad3cc95485 Fix FBO completeness bug in shadowtex. 2007-04-21 10:48:24 -07:00
Brian
4e0a64675c added MemPool field 2007-04-21 10:18:49 -06:00
Brian
d5e7234ba8 call grammar_alloc_free() to fix memleaks 2007-04-21 10:05:05 -06:00
Brian
bc74cb4c0a destroy window upon exit 2007-04-21 10:05:05 -06:00
Brian
257f799849 remove more unused vars, assertions 2007-04-21 10:05:05 -06:00
Brian
81c4fee160 remove unused vars, assertions 2007-04-21 10:05:05 -06:00
Brian
1fbdd9d794 added slang_mem.c 2007-04-21 10:05:05 -06:00
Brian
82839e8430 Memory pool manager.
Instead of doing intricate malloc/free tracking during compiling, allocate
everything (which would be discarded after compiling) from a pool that can
be freed en masse when done.
2007-04-21 10:05:05 -06:00
Brian
ced6f76404 undo a test/debug change 2007-04-21 10:05:05 -06:00
Brian
4cc2674aee fix instruction comment code 2007-04-21 10:05:05 -06:00
Brian
a7f7366d38 another bit of debug code 2007-04-21 10:05:05 -06:00
Brian
11e3f733ba free subroutine array (fix mem leak) 2007-04-21 10:05:05 -06:00
Brian
98ef18909a new varnames in slang_operation_insert() 2007-04-21 10:05:05 -06:00
Brian
f2346498aa fix memleak in slang_operation_insert() 2007-04-21 10:05:05 -06:00
Brian
4b7c6fc5a6 free shProg->Attributes in _mesa_free_shader_program_data() 2007-04-21 10:05:05 -06:00
Brian
fe16b9f663 move allocation of shProg->Attributes earlier in function 2007-04-21 10:05:05 -06:00
Brian
c9855a60f4 Call _mesa_warning() instead of _mesa_problem() when external s3tc lib not found.
The later incorrectly encourages filing a bug (10703, for example).
2007-04-21 09:47:36 -06:00
Jeremy Kolb
838a2a2633 Make xcb backend compile.
Add nouveau to match linux-dri config.
2007-04-20 21:53:38 -04:00
Brian
e7e5279fc0 Remove unused Imakefiles. 2007-04-20 19:18:13 -06:00
Brian
7fd3a6c521 Long obsolete. 2007-04-20 19:01:21 -06:00
Brian
720cf3aa13 added new xm_glide.c file 2007-04-20 18:55:13 -06:00
George Sapountzis
5491c8194c xmesa: call _glapi_set_dispatch() for all xserver DDXes.
This is to unify the xmesa code across xserver DDX'es. The call is intented for
XGL, but it does not hurt to call for other DDX'es. In fact it was not guarded
against XGL when it was first added in xserver.
2007-04-20 21:09:00 +03:00
George Sapountzis
e4e2068ac9 xmesa: minor cosmetic
mainly drop 'client' argument from initialize_visual_and_buffer().
2007-04-20 21:08:58 +03:00
George Sapountzis
6346a753c6 xmesa: split FX functions to separate file, part 2. 2007-04-20 21:08:57 +03:00
George Sapountzis
4d944b502f xmesa: split FX functions to separate file, part 1. 2007-04-20 21:08:56 +03:00
George Sapountzis
6aa5668871 xmesa: spilt FX code to separate functions. 2007-04-20 21:08:55 +03:00
George Sapountzis
d60009bd6d Revert "xmesa: drop glide (FX) backend."
This reverts commit 2a2f8d806f.
2007-04-20 21:08:53 +03:00
Brian
535c37e85d Notes about shared lib version. Document depth-peel fixes. 2007-04-19 14:24:58 -06:00
Brian
ba3d384e94 dFdx(), etc. don't work yet 2007-04-19 14:24:29 -06:00
Brian
8b5fce6bcc Put gl_program_machine into swrast structure rather than using a local variable.
Basically an easy way to make sure the memory gets initialized once (to zero)
to avoid lots of valgrind warnings.
2007-04-19 14:24:10 -06:00
Brian
020cdb47cf Fix valgrind problem caused by reading text[-1]. 2007-04-19 14:15:11 -06:00
Brian
121f2212cc remove invalid assertion (span->facing may be set because of polygonmode) 2007-04-19 14:07:16 -06:00
Brian
24a93dd6a4 remove invalid assertion 2007-04-19 14:06:43 -06:00
Brian
00da9afb84 fix crash when program has invalid structure field 2007-04-19 14:06:27 -06:00
Brian
4abcaf3949 init A.curFuncEndLabel = NULL 2007-04-19 14:04:30 -06:00
Brian
6bde08815f In _mesa_unpack_depth_span() look for special cases of GLuint->GLushort and GLushort->GLuint conversion.
This improves performance and avoids int/float/int conversion problems that
can introduce errors during glCopyTexImage().  Another fix for the depth peeling
algorithm.
2007-04-19 11:23:26 -06:00
Brian
8e6207396c Don't allow deferredTexture if using occlusion query and a frag shader.
Occlusion query might depend on the shader killing/discarding fragments.
Helps fix depth peeling technique.
Also, minor tweaks in interpolate_wpos().
2007-04-19 11:21:14 -06:00
Brian
5ca8d4ccf2 fix an uninitialized variable and a warning 2007-04-18 18:05:33 -06:00
Brian
6b3027e291 comments, assertions 2007-04-18 17:14:14 -06:00
Brian
8d370fb2ee new comments 2007-04-18 17:14:14 -06:00
Brian
36a6a59972 record proper datatypes for uniforms/samplers 2007-04-18 17:14:14 -06:00
Brian
addd03da2e added _slang_gltype_from_specifier() 2007-04-18 17:14:13 -06:00
Brian
c93e883b20 Start fixing some issues with uniform variables and their types. 2007-04-18 17:14:13 -06:00
Brian
274ac7a801 Fix some bugs related to querying active uniforms. 2007-04-18 17:14:13 -06:00
Brian
aaa57412c1 fix error strings, add a sanity check 2007-04-18 17:14:13 -06:00
George Sapountzis
2a2f8d806f xmesa: drop glide (FX) backend.
glide is no longer compiled with stand-alone libGL, so this will not link.
There are still the glide config files. some code in demos and the
GLX_MESA_set_3dfx_mode code which could be removed.
2007-04-19 00:01:45 +03:00
Brian
bac15c8db8 Remove bad assertions, decrement NumShaders in _mesa_detach_shader().
Fixes crashes w/ Brad King's depth peeling test.
2007-04-18 14:55:18 -06:00
Brian
f3e8c32376 s/GL_SHADER_PROGRAM/GL_SHADER_PROGRAM_MESA/ (a Mesa-specific token) 2007-04-18 14:53:23 -06:00
Brian
6d3d9c1c6d Replace _mesa_parameter_longest_name() with _mesa_longest_parameter_name().
The later takes a type parameter so we can match uniforms or attributes/inputs.
Used by the GL_ACTIVE_ATTRIBUTE_MAX_LENGTH and GL_ACTIVE_UNIFORM_MAX_LENGTH
queries.  Fixes problem reported by Brad King in VTK.
2007-04-18 14:19:17 -06:00
Brian
e57e752eee call ProgramStringNotify() after linking 2007-04-18 12:41:16 -06:00
Brian
884af40864 check _PreferPixelFog in _swrast_span_default_fog(), see bug 10669 2007-04-18 12:09:40 -06:00
Brian
30a79f76fc improved fog comment 2007-04-18 12:08:18 -06:00
Brian
8598f55091 glean glsl test now does over 150 tests 2007-04-18 09:30:07 -06:00
Brian
6d01f3f1ec added href to shading language info 2007-04-18 09:28:38 -06:00
Brian
e3caa5f891 prep for 6.5.3 release 2007-04-18 09:07:56 -06:00
Brian
d9443c2494 add progs/glsl/ to DEMO_FILES, s/pre/rc1/ 2007-04-18 08:52:18 -06:00
Xiang, Haihao
565cd49b5f fig segment fault issue in TAG(triangle), (see bug 10589)
Bit SS_TWOSIDE_BIT is set if  gl_FrontFacing lives in
fragment input (see commit 10b5895597).
However, VB->ColorPtr[1] isn't assigned after that.
2007-04-18 12:37:09 +08:00
Brian
a4b2b88337 omit the glide/svga sources from stand-alone libGL (anyone using them?) 2007-04-17 16:00:17 -06:00
Brian
04bda46739 Enable texture sampling for vertex programs/shaders.
This is a bit of a hack for now because the tnl module is using the swrast
module to fetch texels.  The texture fetch/filter code should probably be
moved into the main/ module since it doesn't really depend upon other
swrast code.
2007-04-17 15:56:46 -06:00
Brian
d2d86a3f0b In bind_inputs() set VB->EdgeFlag to NULL if it's not needed.
Otherwise, the clip/interp code was finding VB->EdgeFlag to be non-null and
reading/writing it when the memory may have been freed earlier in free_space().
This fixes several VTK segfaults/failures reported by Brad King @ Kitware.
2007-04-17 10:19:47 -06:00
Brian
9cbcf7c696 regenerated 2007-04-17 09:16:59 -06:00
Brian
468a33d19a fix/simplify some texture functions 2007-04-17 09:16:30 -06:00
Brian
893b368a82 more matrix function updates 2007-04-17 09:15:57 -06:00
Brian
41fc55dd81 don't set GL_TEXTURE_MAX_LEVEL for GL_TEXTURE_RECTANGLE_ARB as that generates an error 2007-04-17 08:29:37 -06:00
Thomas Hellstrom
1a9483c954 Defer buffer pool creation to the first context creation.
This way we have a hw context so that we can take the hardware lock.
Also, at this point, AIGLX isn't locked with the X server context as it is
at screen creation.
2007-04-17 15:21:54 +02:00
Roland Scheidegger
36949abec7 cleanups for t_vb_program.c
use VertexProgram._Current instead of VertexProgram.Current in a few more places.
Only fixup fogc and psiz in case this is really a nv program (others are fine
if undefined), and fix this case up so the values actually get written.
2007-04-17 14:01:42 +02:00
Oliver McFadden
6459adf79b r300: r300_render.c:391: warning: unused variable 'i' 2007-04-17 07:05:15 +00:00
Brian
badc346206 lots of changes, fixes, clean-ups 2007-04-16 17:56:13 -06:00
Brian
4a7c45118d just clean-ups 2007-04-16 17:36:39 -06:00
Brian
34ca2be769 move GL_EXT_stencil_two_side into alphabetical position 2007-04-16 17:18:39 -06:00
Brian
5888010362 Fix glActiveStencilFaceEXT dispatch problem (bug 10523).
OK, _all_ extensions that might get enabled by the driver need to be in the
card_extensions[] list.  driInitExtensions() is called at least twice: first
during screen creation, then once for each context that's created.
The first call sets up the dispatch table.  The second call just sets the
extension enable/disable flags.
2007-04-16 17:16:46 -06:00
Brian
dfee7619d4 remove _tnl_arb_vertex_program_stage 2007-04-16 15:15:53 -06:00
Brian
96e05da1c9 remove _tnl_arb_vertex_program_stage 2007-04-16 15:15:23 -06:00
Brian
1560de2c3c need to clamp MAD for linear fog 2007-04-16 15:09:39 -06:00
Brian
921b008419 removed unused t_vb_arbprogram stage 2007-04-16 11:03:14 -06:00
Brian
aa6992a296 remove t_vb_arbprogram.c 2007-04-16 10:59:00 -06:00
Brian
4b3835dadf unhook t_vb_arbprogram.c code - it's going away 2007-04-16 10:58:30 -06:00
Brian
64e8088667 Use generic program limits instead of NV-specific ones to init program constants.
Previously, this limited us to 12 temp regs for vertex programs.  Many vertex
shaders could exceed that.  This forces us to stop using t_vb_arbprogram.c
for now because of its particular register indexing scheme.  Need to increase
bits allocated for register indexing, etc.
2007-04-16 10:36:28 -06:00
Brian
3dfcd48469 Fix some assertions that could occur when an error was earlier logged. 2007-04-16 10:32:48 -06:00
Brian
e812a2a484 use b->display instead of b->xm_visual->display to fix some problems detected w/ valgrind 2007-04-16 09:11:20 -06:00
Thomas Hellstrom
da56df9d72 Make sure we are locked when creating drm buffer objects.
Don't place buffer objects on unfenced list when newly created.
Fix a buffer object wait-for-idle deadlock.
2007-04-16 16:04:12 +02:00
Brian
9519785e29 illegal to set GL_TEXTURE_MAX_LEVEL w/ GL_TEXTURE_RECTANGLE_ARB 2007-04-14 09:38:20 -06:00
Brian
83ad64d94a implement shadow2DRect functions 2007-04-14 09:36:17 -06:00
Brian
fde15a2bae Fix sample_depth_texture() to handle texture rectangle coords. 2007-04-14 09:33:20 -06:00
Brian
216eb81c53 set osmesa renderbuffer refcount=1 upon creation, free renderbuffer in OSMesaDestroyContext() 2007-04-14 08:09:12 -06:00
Brian
4fc46a6c82 more _mesa_unreference_framebuffer() calls, remove dead code 2007-04-14 08:06:54 -06:00
Brian
e19cfabb6e fix negative zoom factor bug (10636), more comments 2007-04-14 07:49:21 -06:00
Dave Airlie
8d8a3cc398 r300: emit different clear paths for non-TCL, this gets the clear color correct 2007-04-14 17:44:33 +10:00
Dave Airlie
fb1d22d23d r300: remove unneeded semicolon from macro 2007-04-14 17:42:59 +10:00
Dave Airlie
3d59042afd r300: if we don't have TCL don't setup state emissions for vertex shaders 2007-04-14 04:54:49 +01:00
Brian
967c1056d5 patch for Digital/Tru64 (bug 10635) - forwarded to OpenGL ARB as well 2007-04-13 09:55:35 -06:00
George Sapountzis
9f8373d5ca xmesa: drop unused XMesaPutImageHelper.
It could only be called from XMesaCopySubBuffer but this function is not used
by XFree86.

It seems that XMesaPutImageHelper would handle sub-images but never got
finished. Proper sub-image helpers should be written if need be.
2007-04-13 18:13:08 +03:00
George Sapountzis
50aaabc248 xmesa: export xmesa functions used by xfree86.
This uses xmesa.h as the GLcore interface and avoids adding an explicit GLcore
inteface which would not be a proper interface anyway.

It puts the declarations of the three functions specific for XMesa/XFree86 in
xmesa.h, we can push them down to xmesa_xf86.h if hiding behind XFree86Server
ifdef's is not enough.
2007-04-13 18:12:37 +03:00
Brian
30b6f11de1 s/version/vertex/ 2007-04-12 16:18:27 -06:00
Brian
f11604a30d fix bug in _playback_copy_to_current(): need to skip version position data (see bug 10587) 2007-04-12 16:17:01 -06:00
Brian
99193e4f74 disable debug printfs 2007-04-12 15:45:02 -06:00
Brian
5b74fe0889 Added sanity checking in _slang_sizeof_type_specifier() to be sure sizes are what's expected. 2007-04-12 15:23:55 -06:00
Brian
431d650f2b use _mesa_clear_shader_program_data() 2007-04-12 15:22:53 -06:00
Brian
3c008a014f New _mesa_reference_shader/program() function to consolidate refcounting.
Note that (unlike texture objects), shader handles remain valid (in the
hash table) after glDeleteShader/Program() if the refcount isn't zero.
2007-04-12 15:22:32 -06:00
Brian
bf287356cf restore 200x200 window size, animation, version check 2007-04-11 14:09:32 -06:00
Brian
bce7043ebc regenerated 2007-04-11 12:30:31 -06:00
Brian
70b0e123c4 checkpoint: updating non-square matrix constructors and operators 2007-04-11 12:30:03 -06:00
Brian
f98f4f6d7a move/fix texture sampling funcs 2007-04-11 12:29:38 -06:00
Brian
afc58f5f7e s/Shadow/SHADOW/ 2007-04-11 11:13:37 -06:00
Brian
b61d74c575 as with prev commit, also fix color index mode zoomed depth copies (bug 10608) 2007-04-11 09:04:18 -06:00
Brian
9f66025f54 fix invalid error detection problem in _mesa_bind_attrib_location(), bug 10602 2007-04-11 09:00:56 -06:00
Brian
183d8e0620 fix zoomed depth copies (bug 10608) 2007-04-11 08:47:05 -06:00
Brian
b0bba03846 use _mesa_reference_renderbuffer(), fix typo 2007-04-11 08:11:52 -06:00
Brian
ba876be0c0 fix/work-around allocation bugs for non-square matrices 2007-04-10 21:51:27 -06:00
Brian
319ce38fa4 update SLANG version test 2007-04-10 21:50:53 -06:00
Dave Airlie
64700be4e1 rs480: set vap cntl to what fglrx uses for non-TCL cards 2007-04-10 11:46:58 +01:00
Michel Dänzer
159ecba4b3 i915: Bring test for vsync to pipe B in line with i915tex. 2007-04-10 11:05:17 +02:00
Michel Dänzer
e798d22556 Add missing generated file. 2007-04-10 11:04:19 +02:00
Brian
0109b47106 NULL ptr check 2007-04-09 19:07:22 -06:00
Brian
7b2626f7d8 plug in GLSL 1.20 unit 2007-04-09 19:07:22 -06:00
Brian
19121e2802 undo a debug/test change 2007-04-09 19:07:22 -06:00
Dave Airlie
e0bbf46342 r300: don't enable VAP/TCL on cards that don't support it 2007-04-10 09:32:13 +10:00
Brian
702c8f1e6c remove unneeded initialization code (see bug 10569) 2007-04-09 11:21:51 -06:00
Brian
f9574c3f6b allocate __GLXdisplayPrivate w/ Xcalloc instead of Xmalloc (bug 10569) 2007-04-09 08:49:26 -06:00
Michel Dänzer
e8292d28e4 i915tex: Fix some mismatches between texels or bytes for pitch/stride. 2007-04-09 14:57:08 +02:00
Michel Dänzer
c96974f78c i915tex: Make sure texture format fetch hooks are initialized. 2007-04-09 14:53:41 +02:00
Dave Airlie
6461e91ac3 the RS400 definitely doesn't work at this point so don't let it init 2007-04-09 22:03:31 +10:00
Brian
af807a4696 enable GLSL 1.20 2007-04-08 21:48:19 -06:00
Brian
5c0c60a13c support for GLSL 1.20 non-square matrices 2007-04-08 16:47:32 -06:00
Brian
5dba996dba add glsl to PROGRAM_DIRS 2007-04-08 15:50:31 -06:00
Brian
9612a3011f fix some dependencies, remove some CFLAGS 2007-04-08 15:42:26 -06:00
Brian
0d3d930912 add 2.1 functions 2007-04-08 15:41:02 -06:00
Adam Jackson
d8bfc42bb7 Make sure GLX entrypoints are marked PUBLIC.
Fedora bug #229808.
2007-04-08 14:40:03 -04:00
Wei Wang
ca7885f733 fix bug 9823: GL_CLIENT_ATTRIB_STACK_DEPTH query fails for indirect rendering 2007-04-08 11:24:08 -06:00
Michel Dänzer
9176752172 i915tex: Clean up resizing of renderbuffers. 2007-04-08 14:04:15 +02:00
Michel Dänzer
79bf692420 driUpdateFramebufferSize: Use ctx->Driver.ResizeBuffers. 2007-04-08 14:02:14 +02:00
Brian
f72e7fb1d6 MAX_TEXTURE_COORDS_ARB and MAX_TEXTURE_IMAGE_UNITS_ARB had wrong glGet info.
Fixes bug 10371.
2007-04-07 20:38:25 -06:00
Brian
4647f13c43 fix etags command to find headers 2007-04-07 19:36:58 -06:00
George Sapountzis
20ec486baf Drop XFree86Server from execmem.c
This is a remnant from the libcwrapper days that can be removed now. It is the
last XFree86 glitch in Mesa core.

Reverts the following commit (thanks to Brian Paul for pointing to it):

commit 8b1dc68662
Author: Alan Hourihane <alanh@tungstengraphics.com>
Date:   Tue Jan 24 21:40:53 2006 +0000

    pull in fix from 6.4 branch for XFree86Server definition

commit cc7b6810e2
Author: Ian Romanick <idr@us.ibm.com>
Date:   Fri Oct 21 18:09:24 2005 +0000

    Make execmem.c compile in the server (libGLcore).  Since xf86mmap
    doesn't know about MAP_ANONYMOUS, this is the only viable fix.  This
    issue will likely have to be revisited at some point.
2007-04-07 18:41:14 +03:00
Richard Hughes
55000888b9 set version for tarballs to 6.5.3pre for now 2007-04-07 08:48:07 -06:00
Richard Hughes
4f9d3a07bb fix references to non-existant sz4 field 2007-04-07 08:46:44 -06:00
Richard Hughes
84803279ca fix some CHAN_TYPE==GL_FLOAT breakage 2007-04-07 08:46:10 -06:00
Brian
8d2d6e5194 fix comment typo 2007-04-07 08:43:40 -06:00
Richard Hughes
e9c614a1af remove array_cache/, add vbo/ 2007-04-07 08:39:24 -06:00
Brian
8f3fc5221c added glActiveStencilFaceEXT 2007-04-07 08:38:36 -06:00
Brian
ae55d5322c for evaluators, loop to VBO_ATTRIB_TEX7, not VBO_ATTRIB_INDEX. See bug 10543 2007-04-06 15:45:11 -06:00
George Sapountzis
92b7fa7b48 xmesa: use newly added xm_image.[hc]
Keep external includes to glxheader.h and xmesa includes to xmesaP.h.

Drop the following from xm_image.h:
- dix-config.h (comes from glheader.h)
- xfree86 includes (come from GL/xmesa_xf86.h)
- ifdef __CYGWIN__ (leftover ? xm_api.c has something similar)
2007-04-06 13:28:39 +03:00
George Sapountzis
eb4a8b4bb5 xmesa: add xf86glx_util.[hc] from xserver as xm_image.[hc] 2007-04-06 13:27:43 +03:00
George Sapountzis
663a3e9ba7 Drop the funky SSE exception test on linux.
Replace the check for IN_DRI_DRIVER with the appropriate kernel version check
and just disable SSE on older (pre 2.4) kernels.
2007-04-06 13:22:41 +03:00
Brian
51a894e6eb fix color storage bug in convolution path 2007-04-05 21:12:44 -06:00
Brian
ac32b644ee include points.h to fix warnings 2007-04-05 11:43:07 -06:00
George Sapountzis
487f7a73cb Remove SI imports/exports remnants. 2007-04-05 19:01:51 +03:00
George Sapountzis
aa1c79eaea glx: minor cosmetic in glcontextmodes.c
move memory macros to separate block and unwrap malloc/free for miniglx towards
cleaning Mesa core glitches in glx...
2007-04-05 19:00:47 +03:00
George Sapountzis
885111518e Move glcontextmodes.c to glx.
It is no longer linked with DRI drivers, libGL passes function pointers through
the DRI interface.
2007-04-05 18:59:42 +03:00
Brian
0cae814f36 temporary add some extra renderbuffer debug code 2007-04-05 09:28:09 -06:00
Brian
33c3739628 Remove the never-used SI-style imports/exports code. 2007-04-04 22:18:53 -06:00
Brian
4d864b087e assorted updates 2007-04-04 09:33:12 -06:00
Brian
2f207dcf1e assorted documentation updates 2007-04-04 09:31:41 -06:00
Brian
f9c01c33d3 init span.y=0 to silence warnings 2007-04-04 09:30:28 -06:00
Brian
d4dc57bb13 Overlapping copies with zoomZ=-1 were broken. See bug 10521.
Need to check for overlapping src/dest regions before computing bottom-to-top
vs. top-to-bottom order.
2007-04-04 08:48:06 -06:00
Brian
a28e648690 remove debug printf 2007-04-04 08:26:41 -06:00
Xiang, Haihao
40ae3943f2 i810/i915/i915tex: reinitialize the context point state 2007-04-04 16:50:47 +08:00
Nicolai Haehnle
dba21ed913 Fix in t_vp_build: Missed necessary updates sometimes
_mesa_update_state doesn't always reset VertexProgram._Current to NULL.
This caused us to skip a necessary update of the fixed function vertex
program sometimes.

Change the logic such that we check for updates whenever the _Current
program is either NULL or the program generated by t_vp_build.
2007-04-02 21:01:32 +02:00
Brian
66d336808d Call _glapi_set_context(NULL) in _glapi_check_multithread() to make sure the _glapi_Context global gets cleared properly. 2007-04-02 10:03:34 -06:00
Brian
dccd9c4f4d use _mesa_reference_renderbuffer() in a few more places 2007-04-02 09:57:27 -06:00
Brian
3fe47d5c57 updated debug printf 2007-04-02 09:57:27 -06:00
Brian
3fd88089c0 Fix some bugs/issues related to alpha channel support. See bug 10483. 2007-04-01 18:30:28 -06:00
Brian
0683e4ce4b If using PF_8A8B8G8R, be sure alpha is correctly handled. 2007-04-01 18:28:28 -06:00
Brian
ec42af9263 re-order tokens, fix comments 2007-04-01 18:27:23 -06:00
Brian
00831b5b3b always emit BGN/ENDSUB, for now anyway 2007-03-31 09:09:48 -06:00
Brian
ec6c8f86f3 fix scoping mistake in previous commit that checked for writable LHSs 2007-03-31 09:09:21 -06:00
Brian
e608d92c5b check that LHS of assignment is writable 2007-03-30 14:59:02 -06:00
Eric Anholt
57dadf71ca Merge branch 'origin' 2007-03-30 13:18:27 -07:00
Eric Anholt
adb91c056f Merge branch 'crestline-qa', adding support for the 965GM chipset. 2007-03-30 13:11:38 -07:00
Gustavo Pichorim Boiko
6f652c89d7 call DRI_VALIDATE_DRAWABLE_INFO(), bug 10477 2007-03-30 14:10:10 -06:00
George Sapountzis
7439a36785 Clean and update XMesa/XFree86 interface.
Drop XMesaSetVisualDisplay(), XMesaReset(), no longer used.

Add XMesaCopyContext() and move the GlxSetRenderTables() call for XGL within
XMesaForceCurrent(). This is to make xserver/GL/mesa/X/xf86glx.c unaware of
Mesa internals.

Also, clean some ifdef's to make it clear that USE_XSHM and XFree86Server are
mutually exclusive.

Lastly,
- move gcstruct.h from glxheader.h up to xmesa_xf86.h since it calls *gc->ops
- drop GL/glxtokens.h from xm_api|dd.c, GLX tokens come from glcore.h and are
  used irrelevant of XFree86.
2007-03-30 19:19:00 +03:00
Brian
7eba12edce more tips, validation info 2007-03-28 17:14:35 -06:00
Brian
ba730e14ed cond code fix 2007-03-28 17:08:17 -06:00
Brian
1ba858591b fix cond code swizzle bug 2007-03-28 15:45:24 -06:00
Brian
f2f5d06853 Handle logical NOT and XOR without library functions. Results in much tighter code. 2007-03-28 15:16:33 -06:00
Brian
b2ac30ac36 optimization for the emit_not() function 2007-03-28 14:49:33 -06:00
Brian
3b7f2f53a2 remove IR_BREAK_IF_FALSE 2007-03-28 14:38:36 -06:00
Brian
8128f7143d don't generate IR_BREAK_IF_FALSE 2007-03-28 14:33:25 -06:00
Brian
393a93ea32 Get rid of IR_CONT_IF_FALSE 2007-03-28 14:25:30 -06:00
Brian
3e7d43cd48 Get rid of BRK0, BRK1, CONT0, CONT1 instructions. 2007-03-28 14:23:33 -06:00
Brian
1bbd69251b Don't emit OPCODE_CONT0/1, BRK0/1 instructions, clean-ups elsewhere. 2007-03-28 14:21:26 -06:00
Brian
f841b04601 simplify, clean-up break/cont code 2007-03-28 14:14:00 -06:00
Brian
b463d52143 added some null ptr checks to handle error recovery 2007-03-28 13:29:57 -06:00
Brian
7e4a7fdddd Use constant_to_src_reg() to simplify some code 2007-03-28 13:23:44 -06:00
Brian
ee2f31e281 added missing returns after slang_info_log_error() calls 2007-03-28 12:48:27 -06:00
Brian
dad97b4688 Fix, clean-up code related to comparisons, condition codes, etc. 2007-03-28 11:06:34 -06:00
Brian
a01616eed5 print condcodes if DEBUG_PROG 2007-03-28 11:01:28 -06:00
Brian
d750861dc2 expose _mesa_condcode_string(), fix some printing 2007-03-28 11:01:09 -06:00
Brian
59f7f6dbe9 check that if/while/do-while condition is boolean or scalar 2007-03-28 10:44:38 -06:00
Brian
20d85c609a bump version to 6.5.3 to match version.h 2007-03-28 09:07:41 -06:00
Alan Hourihane
ad766b5785 Add missing OSMesaColorClamp function 2007-03-28 15:58:08 +01:00
Brian
0420d8505a disable MakeTexture() 2007-03-27 16:06:48 -06:00
Brian
05e6fd8398 added ftransform() comment 2007-03-27 16:06:48 -06:00
Brian
e5d00e8cf4 Implement true CAL/RET subroutines. Some optimizations, clean-ups coming... 2007-03-27 16:06:48 -06:00
Brian
31dc7a3c89 fix another pc off-by one 2007-03-27 16:06:47 -06:00
Brian
17238f1ee5 added _slang_label_new_unique() 2007-03-27 16:06:47 -06:00
Brian
f407cada8a fix some printing issues related to subroutines 2007-03-27 16:06:47 -06:00
Brian
e713ef66ef fix a fragment fog regression 2007-03-27 16:06:47 -06:00
Brian
a0275b0d2c fix off by one error in OPCODE_RET 2007-03-27 16:06:47 -06:00
Brian
d6d6d20b13 init machine->StackDepth=0 2007-03-27 16:06:47 -06:00
Brian
1f1f582304 more parenthesis 2007-03-27 16:06:47 -06:00
Roland Scheidegger
811c2e9a91 i915tex compile fix (account for moved _UseTexEnvProgram var) 2007-03-27 22:57:22 +02:00
Roland Scheidegger
cda3236092 fix incorrect _MaxElement calculation
The calculation of _MaxElement was wrong if the stride was larger than
elementSize, which lead to rejection of every DrawElements call which accessed
the maximum element if CheckArrayBounds was enabled.
2007-03-27 21:03:32 +02:00
Roland Scheidegger
9b9e056615 recommit e731d8aafa.
This got lost with glsl-compiler-1 merge, it fixes segfaults when using
ATI_fragment_shader, which uses the ProgramStringNotify mechanism but doesn't
have a valid program pointer.
2007-03-27 19:33:34 +02:00
Brian
ff65fa39e8 add parenthesis around a bit-wise AND term in _tnl_InvalidateState() 2007-03-27 09:52:53 -06:00
Brian
3e45db6729 Restore the UseTexEnvProgram logic.
Was removed during glsl-compiler work.  Still need to go back and revisit this
because of the interaction with fragment shaders...
2007-03-27 09:51:52 -06:00
Roland Scheidegger
3b8ab88131 r300: Fix radeonUpdatePageFlipping() function.
Always call driFlipRenderbuffers() with pfCurrentPage value, in case it's
initially 1 instead of 0. May fix some issues with pageflip, the same fix was
applied to r128, radeon and r200 (6e0e6eff05).
2007-03-27 16:27:34 +02:00
Roland Scheidegger
32225d06b9 r128, radeon, r200: Check ctx->WinSysDrawBuffer before calling function that dereferences it.
Same fix as for r300 (which fixed https://bugs.freedesktop.org/show_bug.cgi?id=10417),
since it's likely an issue with those drivers too.
2007-03-27 16:22:00 +02:00
Bernardo Innocenti
a835939222 always print error messages, unless LIBGL_DEBUG=quiet 2007-03-27 08:05:33 -06:00
Brian
98abd1bbc8 simplify .a suffixing 2007-03-27 07:58:47 -06:00
Bernardo Innocenti
a9455bb9a7 remove static lib before building to make more bulletproof 2007-03-27 07:56:34 -06:00
Michel Dänzer
63c57a14d3 r300: Check ctx->WinSysDrawBuffer before calling function that dereferences it.
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=10417 .
2007-03-27 09:44:32 +02:00
Miroslav Šustek
25f21b5331 fix r128 rendering, lockups
mis-count in offset led to mis-rendering and lockups;
units are 4 bytes rather than 1.  Noticed by Chris Salch.
fixes bug 7994, possibly others.
2007-03-26 23:40:04 -04:00
Zou Nan hai
da82d86ea0 Merge branch 'master' of git+ssh://znh@git.freedesktop.org/git/mesa/mesa 2007-03-27 09:41:31 +08:00
Zou Nan hai
075d3d892f Fix compile error 2007-03-27 09:41:01 +08:00
Brian
ae36cfc65e s/SUB/BGNSUB/ 2007-03-26 18:47:19 -06:00
Brian
9878e8ff51 Checkpoint: implementing true CAL/RET instructions for subroutine calls.
Also, found/fixed a code generation regression:  the emit_swizzle() function
was always returning NULL.  This caused emit_move() to miss its chance at peephole
optimization.
2007-03-26 18:46:07 -06:00
Brian
6583429f89 Get rid of IR_JUMP and related code. 2007-03-26 17:16:26 -06:00
Brian
037c068460 special case RET 2007-03-26 16:58:50 -06:00
Brian
c042a91b8b Get rid of SLANG_OPER_GOTO, start rewrite of 'return' handling. 2007-03-26 16:56:45 -06:00
Brian
813a0e11f1 remove debug abort() calls 2007-03-26 16:01:58 -06:00
Brian
52cc32378c Additional error checking for 'return' statements. 2007-03-26 15:46:35 -06:00
Brian
c3da0bd7dd undo some debugging hacks 2007-03-26 15:09:59 -06:00
Brian
e508155d16 dead code elimination for constant-valued if/then/else 2007-03-26 15:02:21 -06:00
Nicolai Haehnle
0426d3c0c8 r300: Remove a warning when vertex programs produce an unused output
As far as we know, the hardware prefers outputs packed tightly together
with no holes caused by outputs that are not even read by the fragment
program. Therefore, we slightly rewrite vertex programs in this case.

It would be interesting to test this interaction between vertex programs
and fragment programs further, because some of that rewrite may be
unnecessary. However, play it safe for now and don't change the current
behaviour.
2007-03-26 22:25:06 +02:00
Nicolai Haehnle
b53745ce91 r300: Whitespace cleanup (remove trailing spaces) 2007-03-26 22:25:06 +02:00
Brian
768f7231ea Fix a few issues with computing storage sizes with respect to swizzles. 2007-03-26 13:46:46 -06:00
Brian
680abf8a02 In _mesa_lookup_parameter_constant() make sure we return a full, 4-component swizzle. 2007-03-26 13:46:46 -06:00
Nicolai Haehnle
1170268088 r300: Fix warnings that were introduced by the glsl merge 2007-03-26 21:41:57 +02:00
Brian
38a1c2b495 Add _swrast_span_default_secondary_color() for use with glBitmap, glDrawPixels, etc.
Secondary color wasn't getting added to post-texture color when drawing
bitmaps, images.  See bug 10409.
2007-03-26 11:30:05 -06:00
Brian
b5d988dd19 remove incorrect assertions 2007-03-26 10:39:56 -06:00
Brian
b67d93111d minor status updates 2007-03-26 10:23:50 -06:00
Brian
22d9132081 disable printing shader program debug info 2007-03-26 10:15:02 -06:00
Brian
d619cceea4 merge of glsl-compiler-1 branch 2007-03-26 10:13:02 -06:00
Michel Dänzer
76f3b66e04 i915tex: Make sure renderbuffers don't get deleted when flipping them.
Since the recent renderbuffer refcounting fixes it's no longer sufficient to
just remove the old renderbuffer from the framebuffer and then add the new one
because the former may decrease the reference count to 0 and delete the old
renderbuffer.
2007-03-26 17:38:58 +02:00
Brian
e71c34aaa1 disable free() until other issues can be fixed... 2007-03-26 09:24:30 -06:00
Brian
b9fbedd601 fix mem leak, add comments 2007-03-26 09:23:44 -06:00
Nian Wu
ee9bc897f8 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-26 17:00:29 +08:00
Nian Wu
1b354bb5e4 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-25 17:00:24 +08:00
Brian
bb0393a0cd fix mem leak 2007-03-24 16:44:20 -06:00
Brian
9fe342d1e6 disable free(var->aux) -- can lead to segfault 2007-03-24 16:43:44 -06:00
Brian
cfdd07d7d3 fix mem leak 2007-03-24 16:26:51 -06:00
Brian
1968444bed fix some mem leaks 2007-03-24 16:22:35 -06:00
Brian
935f93f966 Free shader-related context state: _mesa_free_shader_state() 2007-03-24 16:20:02 -06:00
Brian
3493e867e9 free prog->Attributes in _mesa_delete_program() 2007-03-24 16:18:13 -06:00
Brian
49134e8e53 fix mistake in _slang_free_ir() 2007-03-24 15:29:10 -06:00
Brian
0e71d08e8d Properly free the slang_ir_node->Store data (use ref counting). 2007-03-24 10:18:14 -06:00
Brian
b50b036ffb When computing render_inputs_bitset, omit primary color if we have a fragment program and it doesn't need FRAG_ATTRIB_COL0. Silences valgrind warnings. 2007-03-24 10:16:49 -06:00
Brian
dc3015f157 move some code into new slang_ir.c file 2007-03-24 09:40:20 -06:00
Brian
b2bc563142 IR utility functions 2007-03-24 09:39:24 -06:00
Nian Wu
44fb5156bb Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-24 17:00:29 +08:00
Brian
8f9db0f81c document internal compiler options 2007-03-23 17:49:19 -06:00
Brian
d1934c2065 Fix issues related to the 'continue' statement.
IR_LOOP now has two children: the body code, and the tail code.
Tail code is the "i++" part of a for-loop, or the expression at the end
of a "do {} while(expr);" loop.
"continue" translates into: "execute tail code; CONT;"
Also, the test for infinite do/while loops was incorrect.
2007-03-23 17:48:42 -06:00
Brian
81767eead9 consolidate some code 2007-03-23 17:45:53 -06:00
Brian
63556fa994 Add the ability to generate programs that doesn't use condition codes.
ctx->Shader.EmitCondCodes determines if we use condition codes.
If not, IF statement uses first operand's X component as the condition.
Added OPCODE_BRK0, OPCODE_BRK1, OPCODE_CONT0, OPCODE_CONT1 to handle
the common cases of conditional break/continue.
2007-03-23 14:47:46 -06:00
Brian
bf020d8d7f minor tweaks 2007-03-23 14:44:34 -06:00
Brian
2bdac09d16 updated comment 2007-03-23 10:46:08 -06:00
Nian Wu
ad76128204 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-23 17:00:28 +08:00
Brian
fe20a619cf updated comment 2007-03-22 16:07:43 -06:00
Brian
e6aeb24b23 Overhaul emit_compare() function.
Previously, comparing vec2, vec3, vec4 was broken.
Added IR_EQUAL, IR_NOTEQUAL nodes/operators to compute boolean
equality/inequality vs. IR_SEQUAL/IR_SNEQUAL which work component-wise.
Use IR_EQUAL/IR_NOTEQUAL for the == and != operators.
To compute vec4 equality, use SNE, DP4, SEQ instruction sequence.
2007-03-22 16:07:14 -06:00
Brian
0aad9e2627 First pass at implementing structure compares.
Need to improve this.  There may be holes in a structure so we can't
just blindly compare the full 4-float registers.
2007-03-22 09:15:39 -06:00
Brian
12229f119d use _mesa_copy_instructions() 2007-03-22 09:11:26 -06:00
Brian
1bf81e3c5d In _mesa_add_unnamed_constant() and _mesa_lookup_parameter_constant() allow swizzleOut==NULL.
There are times when we don't want to allow swizzling when searching for or
adding vector constants.  Passing NULL for swizzleOut disables swizzling.
This fixes a constant/swizzle bug in link_uniform_vars().
2007-03-22 09:07:27 -06:00
Brian
1936b25ebd print conditional writemask, if enabled 2007-03-22 09:04:18 -06:00
Nian Wu
2eb656ef4f Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-22 17:00:33 +08:00
Brian
629ec2b06b added SWIZZLE_XYZW 2007-03-21 15:40:54 -06:00
Brian
2500d82d0d Support for user-defined structures.
struct == and != operators not finished yet.  Struct assignment works though.
2007-03-21 15:40:39 -06:00
Brian
97c9b3ecc6 disable apparently unused code 2007-03-21 15:38:46 -06:00
Brian
e02b989ff9 indent 2007-03-21 14:45:34 -06:00
Brian
23d31efc16 merge from master 2007-03-21 11:57:30 -06:00
Brian
180cc2f845 disable assertion 2007-03-21 11:41:41 -06:00
Nian Wu
8ba06464ac Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-21 17:00:32 +08:00
Nian Wu
76444d042c Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-20 13:10:46 +08:00
Brian
fdcbbeb55e Properly compute render_inputs_bitset when using a vertex program/shader.
This fixes a performance regression introduced early in glsl-compiler-1 work.
2007-03-19 14:44:15 -06:00
Nian Wu
e01ee3da57 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-19 17:00:19 +08:00
Nian Wu
fd1b1fce3f Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-18 17:00:18 +08:00
Nian Wu
38889f5221 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-17 17:00:25 +08:00
Nian Wu
a02870f4f6 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-16 17:00:24 +08:00
Brian
e348016253 silently ignore DeleteProgram/Shader(id=0) 2007-03-15 16:07:39 -06:00
Brian
7ed292a4e9 in _mesa_GetColorTable, return silently if table size is 0 2007-03-15 16:06:58 -06:00
Nian Wu
d63eef4b86 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-15 17:00:22 +08:00
Brian
62b4601e53 s/Tranpose/Transpose/ 2007-03-14 13:34:30 -06:00
Brian
565d097d8f continue prev check-in: save ptr to slang_function for SLANG_OPER_CALL 2007-03-14 11:07:32 -06:00
Brian
2dc3e94470 After we've found the slang_function ptr for a SLANG_OPER_CALL node, save the ptr in the node for reuse.
This can save a tremendous amount of time when resolving types in complex
expressions.  One particular shader was taking several minutes to compile
but now compiles almost instantaneoulsy.
2007-03-14 10:49:35 -06:00
Brian
b1a955b518 make _slang_typeof_function() static 2007-03-14 10:16:18 -06:00
Brian
b01f146fd0 remove old assertion 2007-03-14 08:56:01 -06:00
Nian Wu
805b1cf482 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-14 17:00:15 +08:00
Brian
52363954bf more bug fixing, error checking 2007-03-13 16:50:24 -06:00
Brian
98650bdf89 fix a number of issues in _mesa_uniform() 2007-03-13 16:32:48 -06:00
Brian
5186529e57 remove bogus assertion 2007-03-13 16:31:30 -06:00
Brian
fdf513e07a document some bug fixes, lots of new features 2007-03-13 16:12:23 -06:00
Brian
8d9db3dd03 fix ctx->Pixel.PostConvolutionScale/Bias subscript bugs 2007-03-13 16:07:04 -06:00
Brian
fd08463dea Check for, simplify vec2/3/4(x). Only do call adapting for constructors. 2007-03-13 15:58:40 -06:00
Brian
c7b2cce418 improve literal printing 2007-03-13 15:57:09 -06:00
Brian
000b2899b9 disable some debug output 2007-03-13 15:55:54 -06:00
Brian
a49a865cf5 better error msg for undefined function, disable some debug output 2007-03-13 15:55:41 -06:00
Brian
948c60badc get rid of float_multiply, float_add, float_divide 2007-03-13 15:00:14 -06:00
Brian
d8070889d7 alloc an extra byte in _mesa_ShaderSourceARB() to silence a valgrind warning 2007-03-13 11:00:21 -06:00
Brian
c000843a14 be smarter about which fragment attribs are interpolated before running frag progs 2007-03-13 10:58:48 -06:00
Brian
da55430952 comment about SPAN_* vs FRAG_BIT_* values 2007-03-13 10:58:23 -06:00
Brian
17ad1d12eb Check if FRAG_RESULT_COLR is written and update span->interpMask, arrayMask.
Also, fix an assertion.
2007-03-13 10:53:16 -06:00
Brian
8b9842a256 Shuffle some code around in the emit_tex() and emit_move() instructions.
Note that the inst ptr returned by new_instruction() may become invalid
after calling emit_() since the emit functions may allocate new instructions
which is done vial realloc().
Also, add some new assertions to try to catch this kind of bug.
2007-03-13 10:49:08 -06:00
Brian
7265e6928e properly compute ctx->Texture._EnabledCoordUnits 2007-03-13 10:28:26 -06:00
Nian Wu
4110fac389 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-13 17:00:18 +08:00
Brian
b3a22d0ed6 Implement GL_ARB_texture_rectangle support
This includes the sampler2DRect and sampler2DRectShadow types and
the texture2DRect(), texture2DRectProj(), etc. built-in functions.
2007-03-12 17:29:50 -06:00
Brian
8946d7f029 Add array bounds checking, fix memleaks, add null ptr checks. 2007-03-12 10:52:52 -06:00
Brian
d2a6f43eaf extra stuff for drawbuffers test 2007-03-12 10:30:36 -06:00
Nian Wu
5a5b55943d Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-12 09:03:27 +08:00
Brian
3f7ef618b6 added drawbuffers.c 2007-03-11 17:30:13 -06:00
Brian
15aa7aaa93 add NULL ptr check 2007-03-11 17:29:54 -06:00
Brian
ccb80d7ec4 Test the GL_ARB_draw_buffers extension.
Also requires GL_EXT_framebuffer_object and OpenGL 2.0 (for GLSL).
2007-03-11 17:03:29 -06:00
Brian
1c09bcfdda Implement support for GL_ARB_draw_buffers with GL_MAX_DRAW_BUFFERS > 1.
GL_MAX_DRAW_BUFFERS is currently 4.
Added gl_FragData[] output for fragment programs.
In _swrast_write_rgba_span() loop over the color outputs/renderbuffers.
2007-03-11 17:00:39 -06:00
Brian
d23dd812ad Merge branch 'master' of git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into glsl-compiler-1 2007-03-10 14:07:28 -07:00
Brian
10b5895597 Implement gl_FrontFacing for fragment shaders.
For the time being, we put the gl_FrontFacing value in the FOGC.Y input
register.  Combining FOGC and FrontFacing in one register is a bit of a
hack and may need to be changed someday.
2007-03-10 11:30:19 -07:00
Brian
1fcb4ecc07 clean-up formatting 2007-03-10 10:56:06 -07:00
Brian
c9872b80c8 add NULL ptr check in emit_cond() 2007-03-10 10:37:18 -07:00
Brian
46bd63819e use gl_ModelViewProjectionMatrixTranspose in ftransform() 2007-03-09 17:02:12 -07:00
Brian
ff95925e70 add NULL ptr check 2007-03-09 16:53:44 -07:00
Brian
b9ea936150 added GL_CURRENT_PROGRAM 2007-03-09 15:41:25 -07:00
Brian
2cf5fd48d1 Merge branch 'origin' into glsl-compiler-1
Conflicts:

	src/mesa/main/context.c
2007-03-09 11:43:53 -07:00
Brian
9f44247acf fix _mesa_uniform_matrix() transpose bug 2007-03-09 11:34:18 -07:00
Brian
b03e1712b2 gl_ClipVertex not supported yet 2007-03-09 09:51:55 -07:00
Brian
a706b0b8bd added missing bvec2/3/4 constructors 2007-03-08 16:08:55 -07:00
Brian
05b74e4ae4 fix broken vec4_seq, vec4_sne instructions 2007-03-08 15:59:20 -07:00
Brian
2f35a17f38 Update lessThan(), lessThanEqual() functions, improve some matrix constructors. 2007-03-08 15:53:05 -07:00
Brian
5761a93bba Added IR_SLE and IR_SLT for <= and < operations.
Using IR_SGE and IR_SGT with transposed args doesn't work since the __asm
calls don't do argument matching by name, but by position.
This fixes the broken lessThan() and lessThanEqual() functions.
2007-03-08 15:52:22 -07:00
Brian
3e0fbc7efc fix tmp storage problem for IR_I_TO_F 2007-03-08 15:45:25 -07:00
Brian
19a9050548 fix assertion 2007-03-08 15:19:34 -07:00
Brian
ee931f8d4d ; and {} statements were broken 2007-03-08 14:48:34 -07:00
Brian
ec89aba7c6 remove unused new_cjump() 2007-03-08 11:29:22 -07:00
Brian
cce4e50569 IR_CJUMP0/1 no longer used/needed 2007-03-08 11:16:13 -07:00
Brian
63772e2a2c rewrite _slang_gen_select() to use IF node 2007-03-08 11:07:52 -07:00
Brian
b3dd49429b s/_slang_gen_hl_if/_slang_gen_if/ 2007-03-08 10:53:50 -07:00
Brian
609306de17 s/_slang_gen_hl_if/_slang_gen_if/ 2007-03-08 10:43:57 -07:00
Brian
c9f486c38f remove old assertion 2007-03-08 10:40:37 -07:00
Brian
bf86ddaa20 check for attempted writes to read-only vars 2007-03-08 10:40:25 -07:00
Brian
de8172673e Rework matrix-related code.
GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program
use row-major.  So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices.
Unfortunately, this means that the expression M * V isn't very efficient since we
need to extract the rows out of M.  And that's the typical expression for vertex
transformation:  gl_ModelViewProjectionMatrix * gl_Position.
Solve this inefficiency by looking for M*V expressions and replacing them
with V*Transpose(M).
Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose
matrices.
2007-03-08 09:38:35 -07:00
Brian
6ff0a04f7c fix ProjectionMatrix typo 2007-03-08 07:53:30 -07:00
Brian
7e66cad998 fix gl_TextureMatrix indexing 2007-03-08 07:51:39 -07:00
Brian
9637c963f5 more DEBUG_PROG 2007-03-07 17:40:57 -07:00
Brian
fb3f0beb42 update comments 2007-03-07 17:37:24 -07:00
Brian
0aec2bb8f2 remove unneeded return stmt 2007-03-07 16:13:33 -07:00
Brian
da899d190e add missing gl_Point state, fix IR storage bug 2007-03-07 16:13:22 -07:00
Nian Wu
1e055089a3 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-07 16:01:36 -05:00
Brian
29bc4b8974 s/diffuset/diffuse/ 2007-03-07 13:35:49 -07:00
Brian
c3412e9a08 regenerated 2007-03-07 13:07:40 -07:00
Brian
842c782cee use 2.0, 2.1 version strings 2007-03-07 13:07:07 -07:00
Brian
faeea574af remove end_label field 2007-03-07 13:00:06 -07:00
Brian
35d25c0ce4 Fix problem with nested function calls such as y = f(f(x))
Replace CurFunction with curFuncEndLabel.
2007-03-07 12:59:01 -07:00
Brian
5b5a80d011 s/equal/EQUAL/, fix bugs in logical or/and code. 2007-03-07 11:26:47 -07:00
Brian
ab673c8527 fix broken __postDecr() 2007-03-07 11:25:37 -07:00
Brian
1dca089149 fix deferredTexture bug 2007-03-07 10:42:44 -07:00
Brian
3efd0c7b8d fix swizzled writemask bug 2007-03-07 09:59:26 -07:00
Brian
f3da222839 remove bogus assertion 2007-03-07 09:58:45 -07:00
Brian
d25046b648 fix incorrect HPOS write test 2007-03-07 08:56:09 -07:00
Brian
e61ec95deb additional error detection 2007-03-07 08:55:42 -07:00
Brian
cec81eef31 check for null program ptrs in _mesa_uniform() 2007-03-07 08:04:06 -07:00
Brian
55821d021d Generate an error if the vertex shader does not write to gl_Position. 2007-03-07 07:52:24 -07:00
Brian
6cb0aa12b8 more integer arithmetic updates 2007-03-06 16:32:03 -07:00
Brian
e10a1457e8 fix some int arithmetic problems 2007-03-06 14:07:48 -07:00
Nian Wu
87c9ad6fd5 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-06 16:01:23 -05:00
Brian
28ab1125c2 more DEBUG_PROG code 2007-03-06 12:15:30 -07:00
Brian
c6d930a114 fix vert/frag typo 2007-03-06 11:53:27 -07:00
Nian Wu
c05b6f800a Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-06 07:43:03 -05:00
Nian Wu
540e1c70cc Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-05 09:01:31 -05:00
Nian Wu
180c0d70c4 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-02 09:01:27 -05:00
Nian Wu
6a47e35065 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-03-01 09:01:58 -05:00
Brian
07e62084bb info about how the compiler works 2007-02-27 16:45:40 -07:00
Nian Wu
381b4b0c91 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-02-27 14:42:16 -05:00
Brian
0e1bd23025 s/matrix_stack/gl_matrix_stack/ and s/mesa_list_state/gl_dlist_state/ 2007-02-27 09:54:50 -07:00
Brian
2cf8d24131 remove unused DriverMgrCtx 2007-02-26 18:35:34 -07:00
Brian
fa4d036424 Add EmitHighLevelInstructions, EmitComments booleans to gl_shader_state.
These control code generation options.  May be overridden by drivers, debuggers, etc.
2007-02-26 18:33:50 -07:00
Brian
4f26a52908 re-enable var scope destruct in slang_operation_destruct() 2007-02-26 18:08:09 -07:00
Brian
553fe132d4 Fix a few bugs in slang_operation variable scoping. Seems to fix a double-free. 2007-02-26 18:07:26 -07:00
Brian
aa6f4241f8 formatting fixes 2007-02-26 17:32:45 -07:00
Brian
b58ea057fe fix mem leak in _mesa_ShaderSourceARB() 2007-02-26 17:00:06 -07:00
Brian
4b8d75e2e6 fix logic for reporting errors 2007-02-26 16:32:00 -07:00
Brian
f446e58e45 disable execute bit 2007-02-26 15:13:34 -07:00
Brian
6817407d49 fix error flagging 2007-02-26 15:06:56 -07:00
Brian
365f8fb0dd re-enable some code 2007-02-26 15:02:36 -07:00
Brian
ed0ae62ad7 Merge branch 'glsl-compiler-1' of git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into glsl-compiler-1 2007-02-26 14:34:57 -07:00
Brian
ca279b80e6 Remove old error logging code. New slang_log.[ch] files. 2007-02-26 14:33:52 -07:00
Brian
c4ac5ac9d7 Overhaul of error handling. 2007-02-26 14:32:53 -07:00
Brian
7f01ef171f Overhaul of error logging. 2007-02-26 14:32:29 -07:00
Brian
e63c7e0893 Use new slang_emit_info struct for passing context info around. 2007-02-26 14:22:05 -07:00
Brian
25ea5ea27e Merge branch 'glsl-compiler-1' of git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into glsl-compiler-1 2007-02-26 13:11:20 -07:00
Brian
4e53ce81cf remove unneeded includes 2007-02-25 20:05:22 -07:00
Brian
3c1c999226 update comments 2007-02-25 19:11:44 -07:00
Brian
313d50e903 fix bounds checking in get_register_pointer() 2007-02-25 19:01:16 -07:00
Brian
b85d4d61a7 define and use MAX_PROGRAM_ADDRESS_REGS 2007-02-25 18:56:57 -07:00
Brian
33eac56e4a Add EnvParams field to gl_program_machine, avoid passing ctx to a bunch of functions. 2007-02-25 18:52:41 -07:00
Brian
6774f32adb simplify _mesa_get_program_register() 2007-02-25 18:39:46 -07:00
Brian
21bcb2e1f6 s/GetFragmentProgramRegister/GetProgramRegister/ 2007-02-25 18:35:47 -07:00
Brian
cfd0011f2f minor clean-ups in _mesa_execute_program() 2007-02-25 18:30:45 -07:00
Brian
8b34b7da41 remove 'maxInst' parameter from _mesa_execute_program() 2007-02-25 18:26:50 -07:00
Brian
085d7d59f0 remove unused 'element' parameter from _mesa_execute_program() 2007-02-25 18:23:37 -07:00
Brian
12fd8faa5d s/attribs/results/ 2007-02-25 18:08:16 -07:00
Brian
29796b62bd remove unused VaryingPtr 2007-02-25 17:33:46 -07:00
Brian
e71a33bbf8 Optimize the loop for copying output results. 2007-02-25 17:29:00 -07:00
Brian
f68067e101 add texture rotation 2007-02-25 17:24:40 -07:00
Brian
9854a17f29 only copy used outputs 2007-02-25 12:47:25 -07:00
Brian
21625d729c output texcoord in vertex program 2007-02-25 12:46:56 -07:00
Nian Wu
675f7f627b Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2007-02-25 09:40:28 -08:00
Brian
32fbbf38b4 Revert "option to test mipmapping"
This reverts commit a127537efb.
Meant to do this on the trunk.
2007-02-24 18:27:46 -07:00
Brian
a127537efb option to test mipmapping 2007-02-24 18:20:35 -07:00
Brian
fbc4929185 add missing code for newer STATE_INTERNAL items 2007-02-24 17:00:50 -07:00
Brian
efcfdbd4d1 Undo some changes to _mesa_UpdateTexEnvProgram(). Fixes broken i915 texturing. 2007-02-24 15:51:41 -07:00
Brian
292a80466d Outputs[] array wasn't large enough, define MAX_PROGRAM_OUTPUTS, new assertions. 2007-02-24 15:49:54 -07:00
Brian
5e80c62f31 Remove unneeded _Fragment/VertexShaderPresent fields, update comments. 2007-02-24 15:39:37 -07:00
Brian
197af3dc32 Use prog_execute.c to run vertex programs until t_vb_arbprogram.c is updated to
handle branch instructions, etc.
2007-02-24 11:16:58 -07:00
Brian
824dcd4399 remove comment 2007-02-24 11:15:27 -07:00
Brian
761728afe8 Fix assertion in get_register_pointer(), fix EXP case.
Note that GL_ARB_v_p and GL_NV_v_p define the z component of the EXP instruction
differently.  We follow the ARB extension.
2007-02-24 11:14:57 -07:00
Brian
f183a2d7ea added ARL, EXP, LOG, relative indexing 2007-02-23 17:14:30 -07:00
Brian
a2786a97d7 add some missing cases in _mesa_program_state_string() 2007-02-23 17:13:30 -07:00
Brian
f1390a3424 fix fog breakage 2007-02-23 17:11:01 -07:00
Brian
e80d901d98 reindent 2007-02-23 16:53:24 -07:00
Brian
6df328e84d don't pass program ptr to fetch_vector[14]() 2007-02-23 16:48:07 -07:00
Brian
064ae479a7 Update DRI drivers for new glsl compiler.
Mostly:
- update #includes
- update STATE_* token code
2007-02-23 13:40:13 -07:00
Brian
36a0ee199d expose _mesa_load_tracked_matrices() 2007-02-23 13:38:37 -07:00
Brian
15b3bd1689 added linux-dri-debug 2007-02-23 11:58:46 -07:00
Brian
cc6a08b2a0 SWvertex no longer has texcoord field, use attrib field instead 2007-02-23 11:45:15 -07:00
Brian
fce8409cbb s/GLint/gl_state_index/, length is now 5 not 6 2007-02-23 11:44:44 -07:00
Brian
9fe3e2efc3 s/GLint/gl_state_index/, length is now 5 not 6 2007-02-23 11:44:14 -07:00
Brian
0020d1022f re-expose _mesa_print_alu_instruction() 2007-02-23 11:43:44 -07:00
Brian
ef0cc9db54 remove dead code 2007-02-23 11:43:14 -07:00
Brian
aa9d22a1c0 replace GLint with gl_state_index 2007-02-23 11:21:03 -07:00
Brian
99902198de comments, clean-up 2007-02-23 10:19:55 -07:00
Brian
5186ae9bbe remove unused slang_atom_pool_gen() 2007-02-23 10:12:38 -07:00
Brian
308be21c2f added slang_label.c 2007-02-23 10:04:18 -07:00
Brian
c2a261f493 comments, clean-up 2007-02-23 09:55:21 -07:00
Brian
75d4ed968d Replace slang_ir_node::Target w/ Field. Remove Comment field. Clean-up. 2007-02-23 09:42:11 -07:00
Brian
c18c75b0b7 remove old _slang_gen_if() 2007-02-23 09:38:46 -07:00
Brian
afbf7c7e6b Re-implement branching with slang_labels.
This eliminates the NOP instructions that had been used as placeholders for
branch targets.
Also, fix "return" statement bug.
2007-02-23 09:38:17 -07:00
Brian
d8d07b2a8a label routines for implementing branches, jumps 2007-02-23 09:36:29 -07:00
Brian
0cc9419631 debug code for emitting variable allocation comments 2007-02-22 17:46:20 -07:00
Brian
059376c855 expose _mesa_swizzle_string() 2007-02-22 17:45:32 -07:00
Brian
ff0cc92757 glslcompiler build instructions 2007-02-22 16:29:48 -07:00
Brian
bc18ac45a3 updated for vbo 2007-02-22 16:29:25 -07:00
Brian
da46353056 Remove obsolete files. 2007-02-22 16:14:02 -07:00
Brian
13e3b21b16 New, unified interpretor/executor for vertex and fragment programs.
This replaces the code formerly in nvvertexec.c and s_fragprog.c.
Currently, DDX, DDY don't work.
2007-02-22 16:09:40 -07:00
Brian
7aaefcbe48 use _mesa_get_program_register() 2007-02-22 16:08:30 -07:00
Brian
f6803de739 Use the new unified vertex/fragment program interpreter from prog_execute.c.
Currently, DDX, DDY don't work.
2007-02-22 16:08:01 -07:00
Brian
e382efc85d use new _mesa_execute_program() function 2007-02-22 16:07:17 -07:00
Brian
6cfe2114f1 FORCE_PROG_EXECUTE_C cpp flag, misc changes 2007-02-22 16:06:54 -07:00
Brian
fd89396012 fix assertion 2007-02-22 16:02:18 -07:00
Brian
7c86e10193 emit high-level IF/ELSE/ENDIF for vertex progs now 2007-02-22 16:02:08 -07:00
Brian
740a8b0b66 _mesa_ExecuteProgramNV is now a no-op 2007-02-22 16:00:54 -07:00
Brian
ef64cda978 remove nvvertexec.c, add prog_execute.c 2007-02-22 16:00:31 -07:00
Brian
3ed1acd13c use MAX_PROGRAM_ENV_PARAMS 2007-02-22 14:57:40 -07:00
Brian
b7aeac0de1 added MAX_PROGRAM_ENV_PARAMS 2007-02-22 14:57:19 -07:00
Brian
79fb4527ca added CallStack, StackDepth 2007-02-22 14:56:43 -07:00
Brian
29925c6dcd remove unneeded #includes, misc clean-up 2007-02-22 14:56:22 -07:00
Brian
e47c60443f reorg/clean-up/indent 2007-02-22 14:55:35 -07:00
Brian
11b9ef9454 start implementing conditions, branching 2007-02-22 14:43:41 -07:00
Brian
2eeaae6cbc get rid of some unused slang_variable fields 2007-02-22 11:00:10 -07:00
Brian
50040573d7 Replace slang_allocate_storage() with simpler _slang_attach_storage() 2007-02-22 10:56:41 -07:00
Brian
b618ac8c0b updated debug code 2007-02-22 09:39:25 -07:00
Brian
776bc9cf55 Undo some STATE_POINT/FOG changes. Max length of state token array is now 5. 2007-02-22 09:29:46 -07:00
Brian
3f4826a358 XXX comments about shaders 2007-02-22 09:10:38 -07:00
Brian
6ec7484ae8 use ctx->VertexProgram._Current instead of ctx->VertexProgram._Enabled 2007-02-22 09:10:24 -07:00
Brian
96abc6bf72 merge fix: add STATE_FOG_PARAMS_OPTIMIZED, STATE_SPOT_DIR_NORMALIZED 2007-02-22 09:08:53 -07:00
Brian
7b30053b26 fix negative indentation problem 2007-02-22 09:08:36 -07:00
Brian
29c471aafc Merge branch 'origin' into glsl-compiler-1
Conflicts:

	src/mesa/main/state.c
	src/mesa/shader/program.c
	src/mesa/shader/program.h
	src/mesa/shader/programopt.c
	src/mesa/shader/slang/slang_execute.c
	src/mesa/sources
	src/mesa/swrast/s_arbshader.c
	src/mesa/swrast/s_context.c
	src/mesa/swrast/s_span.c
	src/mesa/swrast/s_zoom.c
	src/mesa/tnl/t_context.c
	src/mesa/tnl/t_save_api.c
	src/mesa/tnl/t_vb_arbprogram.c
	src/mesa/tnl/t_vp_build.c
	src/mesa/tnl/t_vtx_eval.c
2007-02-22 08:53:33 -07:00
Brian
6d4cf6be4e updated info about arrays, predefined uniforms 2007-02-21 16:07:03 -07:00
Brian
5a2c1ad625 disable debug 2007-02-21 16:05:56 -07:00
Brian
917a5086b3 Use gl_LightSource[0].position intead of a light position uniform. 2007-02-21 15:57:55 -07:00
Brian
5d89b027ee remove unneeded #includes 2007-02-21 15:42:50 -07:00
Brian
502c132738 fix copy&paste errors 2007-02-21 15:42:10 -07:00
Brian
f958aabdf3 more minor changes to STATE_ indexing 2007-02-21 15:23:11 -07:00
Brian
78399d23dc remove dead code 2007-02-21 15:22:17 -07:00
Brian
f941892829 Reimplement the _slang_alloc_statevar() function.
After several tries at making a table-based system for examining pre-defined
uniforms to find statevar indexes, give up and do it the simple way (lots of
strcmp() calls).  Not terribly elegant, but perfectly functional.
2007-02-21 15:21:58 -07:00
Brian
6531952b3c adjustments to STATE_ token layout/format so token[1] is always the array index 2007-02-21 11:08:21 -07:00
Brian
c3301d038d checkpoint overhaul of pre-defined uniform code 2007-02-21 09:15:39 -07:00
Brian
aa7ddbd0ff clean-up, move IR_ELEMENT code 2007-02-20 17:00:16 -07:00
Brian
760c114b24 alloc IR_FIELD's Storage in codegen, like IR_ELEMENT 2007-02-20 16:56:49 -07:00
Brian
10f42ddb9e work on struct/array handling 2007-02-20 15:22:38 -07:00
Brian
361b60678e forgot to return length in parse_array_len() 2007-02-20 15:20:46 -07:00
Brian
243c2dd746 implement support for pre-defined uniform structs (state vars) 2007-02-20 14:03:43 -07:00
Brian
48d65aabbc added slang_builtin.c 2007-02-20 14:03:10 -07:00
Brian
bd894c4705 added SWIZZLE_XXXX, SWIZZLE_YYYY, etc 2007-02-20 10:40:08 -07:00
Brian
174c555414 remove accidental check-in 2007-02-20 08:05:29 -07:00
Brian
3d001b81c2 Merge branch 'glsl-compiler-1' of git+ssh://brianp@git.freedesktop.org/git/mesa/mesa into glsl-compiler-1 2007-02-20 08:04:40 -07:00
Brian
9449a4d894 s/PROG_PRINT_ARB/PROG_PRINT_DEBUG/ 2007-02-17 09:41:59 -07:00
Brian
61d31ae10d info about stand-alone compiler 2007-02-17 09:41:19 -07:00
Brian
cc153541a2 stand-alone GLSL compiler 2007-02-17 09:15:39 -07:00
Brian
501ee87180 Lots of changes to prog_print.c code.
Mainly, allow printing programs in either ARB, NV or "debug" formats.
2007-02-17 09:15:00 -07:00
Brian
00647c39de remove dead code 2007-02-16 09:59:27 -07:00
Brian
c177191804 s/_slang_link2/_slang_link/ 2007-02-16 09:56:19 -07:00
Brian
1c1a0a23d3 change all enum tokens to uppercase 2007-02-16 09:31:35 -07:00
Brian
d15059b128 abort upon errors (temporary) 2007-02-16 09:06:09 -07:00
Brian
d30806b0c5 added a comment 2007-02-16 09:05:11 -07:00
Brian
9ea2315d2d Allow int->float argument conversion in _slang_locate_function(). 2007-02-16 09:04:53 -07:00
Brian
d003877c66 implement IR_I_TO_F 2007-02-16 08:58:42 -07:00
Brian
ed490e4643 remove dead code 2007-02-13 09:23:00 -07:00
Brian
5620392d67 add prog_debug.c 2007-02-09 15:40:15 -07:00
Brian
942ee02590 move GL_MESA_program_debug funcs to prog_debug.c 2007-02-09 15:40:00 -07:00
Brian
383ecc0374 Move experimental GL_MESA_program_debug functions into new file. 2007-02-09 15:39:32 -07:00
Brian
b3893baf80 comments, etc 2007-02-09 14:19:12 -07:00
Brian
3d479b9638 re-enable free'ing of IR trees 2007-02-09 14:18:41 -07:00
Brian
cf490a7f81 always init param vars to silence valgrind warnings 2007-02-09 12:04:52 -07:00
Brian
5e6908944b do full swizzled matching in _mesa_lookup_parameter_constant() 2007-02-08 20:39:42 -07:00
Brian
bd9615bbc5 Check for constant-valued while/do loop conditions.
Allows us to:
1. avoid generating constant-valued BRK test for while(1)..
2. discard entire loop for while(0).
3. detection infinite loops at compile-time.
2007-02-08 17:40:29 -07:00
Brian
c0a9f554be optimize conditional breaks/continues 2007-02-08 17:11:18 -07:00
Brian
6230ae7faf cont at top of loop, little clean-ups 2007-02-08 15:09:47 -07:00
Brian
a1c2e87c4b remove some cruft 2007-02-08 15:08:16 -07:00
Brian
fbf0f400b7 fix broken BRA for return stmts 2007-02-08 14:10:54 -07:00
Brian
34af2b7194 consolidate BRA with BRK, CONT 2007-02-08 14:10:19 -07:00
Brian
c81aedeaec change BranchTarget to GLint 2007-02-08 14:09:34 -07:00
Brian
b768c48547 Use conditional break in for/do/while loops. 2007-02-08 13:23:17 -07:00
Brian
97125fb370 Simplify code with eval_condition(). Implement conditional BRK. 2007-02-08 13:22:31 -07:00
Brian
2c75ef62ea remove old loop break/cont stuff 2007-02-07 16:19:19 -07:00
Brian
b35b4566c2 high vs. low level if/then/else code emit 2007-02-07 16:11:00 -07:00
Brian
c5e6bf63e6 s/%f/%g/ 2007-02-07 16:09:13 -07:00
Brian
a7c2c7d6b2 Remove old functions for generating BRA-based looping. 2007-02-07 15:14:20 -07:00
Brian
4aa487e796 Use IR_LOOP to represent do-while and for-loops.
Also, start moving high vs. low-level instruction selection into slang_emit.c
2007-02-07 15:12:13 -07:00
Brian
1f99a7514e BRK and CONT work the same 2007-02-06 22:34:09 -07:00
Brian
f22ed0986a Implement CONT, improve BRK.
IR_LOOP's BranchNode ptr is the head of a linked list of CONT and BRK nodes.
After emitting loop, walk over the linked list, filling in the CONT/BRK
instruction's BranchTarget field (location of the ENDLOOP instruction, or
one past).
2007-02-06 22:31:19 -07:00
Brian
5f7d4668c4 replace IR_BEGIN_LOOP/IR_END_LOOP with IR_LOOP 2007-02-06 21:33:29 -07:00
Brian
7e73bc32f5 new_node[0123]() functions 2007-02-06 20:53:09 -07:00
Brian
2043364516 redo IR_IF node, removing IR_ELSE, IR_ENDIF 2007-02-06 20:45:43 -07:00
Brian
d434019633 additional comments for BranchTarget 2007-02-05 18:04:35 -07:00
Brian
2755c798f3 BRK instruction's BranchTarget field now used for efficiently breaking out of loops.
BRK's BranchTarget field actually points to the top of the loop, not the
bottom, since we don't know the later's location yet.  In the interpreter,
basically do an indirect jump to update the PC.
2007-02-05 18:01:02 -07:00
Brian
8608079647 Use IR node's BranchNode field for IF/ELSE/ENDIF instructions.
This allows us to back-patch the IF/ELSE instruction's BranchTarget field
to point to the location of the ELSE/ENDIF instructions.  No longer have to
search for ELSE/ENDIF in the interpreter.  Also makes it trivial to translate
IF/ELSE instructions into conditional/unconditional BRA instructions.
2007-02-05 17:18:10 -07:00
Brian
d9731b26e7 minor formatting changes 2007-02-05 15:17:06 -07:00
Brian
5e73284cee set UseHighLevelInstructions = false for now 2007-02-05 15:00:48 -07:00
Brian
cf92c72797 Initial implementation of high-level flow-control instructions.
IF/ELSE/ENDIF and BEGIN_LOOP/END_LOOP/BREAK instructions seem to work.
Disabled by default though until better tested.
Implemented IR_NOT, but needs optimization.
2007-02-05 15:00:07 -07:00
Brian
5db088d70f indentation for program instructions (if/else, loops) 2007-02-05 14:58:15 -07:00
Brian
01001d80e2 Initial support of loop and subroutine instructions.
New high-level flow-control instructions, both at IR level and GPU instructions
for looping and subroutines.
2007-02-05 11:28:15 -07:00
Brian
dd34fe8679 Merge SWvertex texcoord and varying fields into attrib[] array field.
Fragment texcoords and varying code is now unified in the point/line/triangle
rasterization code.  In the future, merge color, fog, etc. attribs.
2007-02-05 10:10:01 -07:00
Brian
93b975a1d9 Add literal_size field to slang_operation.
Used to track the number of components in a float/int/bool literal.
Helps with some typechecking things.
Fixes problems with calls such as "distance(v2, vec2(1.0, 2.0))"
2007-02-03 17:24:24 -07:00
Brian
5ee684cba9 minor tweaks to distance() funcs 2007-02-03 17:21:33 -07:00
Brian
82f53f45d9 remove unused slang_operation fields 2007-02-03 16:25:44 -07:00
Brian
edf24e699e shading language texture demo/test 2007-02-03 11:36:16 -07:00
Brian
00d63aafc6 added FLUSH_VERTICES() in _mesa_use_program() 2007-02-03 11:35:02 -07:00
Brian
8e0c6fc0be added texdemo1 2007-02-03 11:33:13 -07:00
Brian
68fc4ff1d7 Add _NEW_PROGRAM flag to _MESA_NEW_NEED_EYE_COORDS.
This fixes a segfault in the texgen code that can occur after we've
disabled a vertex program.
2007-02-03 10:31:16 -07:00
Brian
fee9bbe475 Only glUniform1i() can be used to set sampler uniforms. Generate error otherwise. 2007-02-02 18:05:43 -07:00
Brian
a90e4c3ddf add vec4_texcube to AsmInfo[] 2007-02-02 18:00:26 -07:00
Brian
1b3092e4bb add _slang_multiply_swizzles() 2007-02-02 18:00:03 -07:00
Brian
bf823b6b77 clean-ups 2007-02-02 16:46:50 -07:00
Brian
670e900719 clean-ups 2007-02-02 16:45:07 -07:00
Brian
31d2a00192 clean-ups 2007-02-02 16:41:52 -07:00
Brian
b4f38a4d60 remove slang_builtin_vec4.gc 2007-02-02 16:38:04 -07:00
Brian
4bbef7a644 remove slang_builtin_vec4.gc 2007-02-02 16:38:00 -07:00
Brian
d9dbb3e154 remove slang_export.[ch] 2007-02-02 16:14:55 -07:00
Brian
e1b47b68ec reformat, clean-up comments 2007-02-02 16:12:20 -07:00
Brian
1f9def3163 move _slang_locate_function() 2007-02-02 16:10:02 -07:00
Brian
9cfee527f6 remove multibyte chars 2007-02-02 16:08:45 -07:00
Brian
3f71282850 remove unused field 2007-02-02 15:33:16 -07:00
Brian
72c3672857 remove slang_asm_string() 2007-02-02 15:32:32 -07:00
Brian
0d1cd6d41c s/SLANG_ASSEMBLE_TYPEINFO_H/SLANG_TYPEINFO_H/ 2007-02-02 15:31:21 -07:00
Brian
1bc71e32ea s/slang_assembly_typeinfo/slang_typeinfo/ 2007-02-02 15:30:50 -07:00
Brian
fe45343df9 s/slang_assembly_name_space/slang_name_space/ 2007-02-02 15:29:48 -07:00
Brian
884fdfeb22 remove slang_library_texsample.[ch] 2007-02-02 15:23:38 -07:00
Brian
4a2ef4fd88 remove slang_library_texsample.[ch] 2007-02-02 15:23:33 -07:00
Brian
6c52dd3852 rename slang_link2.c slang_link.c 2007-02-02 15:22:05 -07:00
Brian
5c1763e7b5 rename slang_link2.c slang_link.c 2007-02-02 15:22:02 -07:00
Brian
f65091c947 rename slang_assemble_typeinfo.[ch] to slang_typeinfo.[ch] 2007-02-02 15:19:58 -07:00
Brian
7ace638da2 rename slang_assemble_typeinfo.[ch] to slang_typeinfo.[ch] 2007-02-02 15:19:48 -07:00
Brian
4f22bdf3e5 remove more slang assembly-related code 2007-02-02 15:17:46 -07:00
Brian
640afdf4f2 remove more slang assembly-related files, codee 2007-02-02 15:16:51 -07:00
Brian
452217e29a removed obsolete shader assembly files 2007-02-02 15:10:34 -07:00
Brian
11e92390f6 remove more assembly-related code 2007-02-02 15:05:46 -07:00
Brian
b94c14114f remove slang_assemble*.c files 2007-02-02 14:51:34 -07:00
Brian
8d39610037 move some functions, disable some code in preparation for removing assembly code 2007-02-02 14:51:09 -07:00
Brian
fa1fe5f6f3 fix emit_tex() breakage 2007-02-02 14:47:03 -07:00
Brian
1b24e2d5a7 remove slang_export.c and related code 2007-02-02 14:24:24 -07:00
Brian
5072fd3a64 Remove old slang linker code. 2007-02-02 14:05:55 -07:00
Brian
8b60787e85 remove slang_link.c and slang_analyse.c 2007-02-02 14:05:25 -07:00
Brian
d79fd74871 remove old linker stuff 2007-02-02 14:04:58 -07:00
Brian
a4f4ca7767 added newline at end 2007-02-02 13:54:24 -07:00
Brian
ccd3e7dcef Remove obsolete files. 2007-02-02 13:53:28 -07:00
Brian
650d46a107 remove slang_execute.c, slang_execute_x86.c 2007-02-02 13:49:39 -07:00
Brian
d265bdf81a Remove all dependencies on the old slang interpreter/executor. 2007-02-02 13:49:07 -07:00
Brian
aa6866d63c reindent 2007-02-02 12:08:26 -07:00
Brian
b12b13f832 _slang_evaluate_int() no longer used 2007-02-02 12:07:57 -07:00
Brian
06daf74a71 use _slang_simplify() to evaluate array sizes 2007-02-02 12:02:53 -07:00
Brian
70570d4199 Move guts of slang_lookup_constant() into a new function in slang_simplify.c 2007-02-02 12:01:29 -07:00
Brian
5c21747783 replace abort() with _mesa_problem() 2007-02-02 11:42:04 -07:00
Brian
2f5b3c9607 fix maxInst argument 2007-02-02 11:37:58 -07:00
Brian
e53ec3a862 try to simplify variable initializers 2007-02-02 11:32:59 -07:00
Brian
6147ccba63 unroll inner loop of interpolate_varying() 2007-02-02 11:23:16 -07:00
Brian
531348e814 simplify derivative-related code 2007-02-02 11:20:08 -07:00
Brian
e4f976b8b9 simplify interpolate_texcoords() 2007-02-02 11:19:43 -07:00
Brian
9ab512ad8c Replace color, z, w, texture interpolants with new generic attrib interpolants. 2007-02-02 11:01:01 -07:00
Brian
462d8f5faf New span attrStart/attrStepX/attrStepY fields to replace fog, specular, etc. fields. More to come. 2007-02-02 09:46:43 -07:00
Brian
4e7fd7ad96 get rid of unused span->start field 2007-02-02 09:09:13 -07:00
Wang Zhenyu
51bfb8fc8c Add Intel 965GM chipset info 2007-02-02 10:04:48 +08:00
Wang Zhenyu
6b6760d6bc Revert origin crestline pci id patch 2007-02-02 10:01:42 +08:00
Brian
9742547245 Fix logic in _slang_simplify(): vec2() constructor case wasn't getting used. 2007-02-01 18:11:19 -07:00
Brian
abeca8d17d comments 2007-02-01 10:08:07 -07:00
Brian
496aa47042 remove slang_label.c until it's ready 2007-02-01 09:52:26 -07:00
Brian
f3e507ef9f New SWspanarrays attribs[] array.
Replace texcoord[], varying[], etc. arrays with single attribs[] array, indexed
by FRAG_ATTRIB_* values.
Eliminates need to copy data into fragment program machine input registers.
Will lead to future clean-ups.
2007-02-01 09:51:48 -07:00
Brian
81ef03be65 silence uninitialized var warning 2007-02-01 09:25:55 -07:00
Brian
8fa6f7363e silence uninitialized var warning 2007-02-01 09:24:41 -07:00
Brian
3866558c98 move span-related types/tokens into s_span.h 2007-02-01 08:24:02 -07:00
Brian
f673b24017 additional assertions, bump up MAX_EXEC 2007-02-01 08:18:03 -07:00
Brian
d9d33b6fc8 disable all x86 code, broken and will eventually be removed 2007-01-31 17:01:52 -07:00
Brian
b63c100677 Overhaul handling of writemasks/swizzling. This fixes two problem cases:
vec2 v;  v.x = v.y = 1.0;  // chained assignment
vec4 v;  v.zx = vec2(a,b);  // swizzled writemask
2007-01-31 16:34:54 -07:00
Brian
309d5b6650 New asm instruction and IR_CLAMP node type to allow clamping to [0,1] with instruction saturate-write option. Not finished yet. 2007-01-31 08:55:10 -07:00
Brian
9d5853813f allow fragment-only and vertex-only programs 2007-01-31 08:47:12 -07:00
Brian
7162398778 fix _mesa_get_uniform_location() so it uses the given program handle 2007-01-30 16:55:03 -07:00
Brian
fc5a7ea5de noise() works now 2007-01-28 19:02:03 -07:00
Brian
7aece10039 noise functions 2007-01-28 19:01:35 -07:00
Brian
f94e4f216f simple noise test 2007-01-28 19:01:04 -07:00
Brian
a06f929362 combine emit_unop(), emit_binop(), emit_triop() into emit_arith() 2007-01-28 16:26:09 -07:00
Brian
62e7c033c0 implement mix() with LRP instruction 2007-01-28 16:11:11 -07:00
Brian
4de6fac4da Lots of vartable clean-ups, fixes. Report an error message when we run out
of registers, rather than crash.
2007-01-28 12:49:47 -07:00
Brian
602dc1a638 minor clean-ups 2007-01-28 12:13:27 -07:00
Brian
bbec2fdb3a minor updates 2007-01-28 12:11:10 -07:00
Brian
513325fa32 Clean-up of var/temp allocation function parameters. 2007-01-27 20:29:33 -07:00
Brian
d6772f157a Improved register allocation: allow four 'float' vars or temporaries to share a single register. Clean-up needed. 2007-01-27 20:06:41 -07:00
Brian
ea8b68e0f7 asst fixes, tranpose span->varying array indexes 2007-01-25 10:54:52 -07:00
Brian
ff13f0ea4d fixes, clean-ups, transpose span->varying array indexing 2007-01-25 10:52:48 -07:00
Brian
5ef553da9a new comments, ideas 2007-01-25 10:51:53 -07:00
Brian
e713c21bd0 remove some parenthesis 2007-01-24 14:15:01 -07:00
Brian
ff917003f6 use FRAG_BIT_TEX() 2007-01-24 14:14:14 -07:00
Brian
ccea3ff8a9 fix varying interpolation 2007-01-24 14:13:36 -07:00
Brian
0552abce0e only setup varying vars that will be used 2007-01-24 14:13:02 -07:00
Brian
07373512c7 added FRAG_BIT_TEX() and FRAG_BIT_VAR() macros 2007-01-24 14:12:08 -07:00
Brian
c920d201c2 updated comment 2007-01-23 17:41:25 -07:00
Brian
6d4e561e39 indicate which opcodes are used by Mesa GLSL, updated comments 2007-01-23 17:39:25 -07:00
Brian
223d7cb3c7 fix g++ warnings/errors 2007-01-23 16:37:51 -07:00
Brian
bc5d480e2c added shading.html link 2007-01-21 10:37:25 -07:00
Brian
9595d1935c Added a page with shading language status, tips, etc. 2007-01-20 13:40:57 -07:00
Brian
059e901446 Add a simple mechanism for annotating instructions for easier debugging. 2007-01-20 10:47:10 -07:00
Brian
f116fcc328 optimization: emit MAD instructions when possible 2007-01-20 09:46:02 -07:00
Brian
1f208c3546 remove unused swizzle parameter to -storage_to_src_reg() 2007-01-20 09:29:04 -07:00
Brian
5ae49cf3ed Initial implementation of OPCODE_IF/ELSE/ENDIF instructions. 2007-01-20 09:27:40 -07:00
Brian
a3e938b8da Reimplement && and || to do short-circuit evaluation.
Improved shader error handling.
2007-01-20 09:22:13 -07:00
Brian
9f07ed00e4 rewrite more __postIncr functions 2007-01-20 07:56:00 -07:00
Brian
3cec66512d Implement do/while loops. Replace IR_CJUMP with IR_CJUMP0 and IR_CJUMP1 so
we can either jump on zero, or non-zero predicate.
2007-01-19 13:13:15 -07:00
Brian
eff9690351 Rewrite normalize(vec3/vec4) to use one less register. 2007-01-19 12:19:38 -07:00
Brian
dceae2829e report error message when something fails 2007-01-19 12:02:31 -07:00
Brian
203946e1f9 print error msg when there's a problem 2007-01-19 12:02:06 -07:00
Brian
74b27674a8 remove stray tab 2007-01-19 10:31:52 -07:00
Brian
a0092c51b1 Implement fragment discard/kill. 2007-01-19 10:15:34 -07:00
Brian
8374ccb66f change while-loop to create new scope for loop body, per spec 2007-01-19 10:02:58 -07:00
Brian
16183e6430 Implement constant sharing so that 4 float constants can share a single
float[4] register slot.
2007-01-18 17:29:23 -07:00
Brian
ce6640001d _mesa_add_unnamed_constant() now tries to re-use constants already in
the parameter list.
2007-01-18 17:23:48 -07:00
Brian
d70771752f Reimplement code for swizzling so that expressions like (p+q).x for vectors p and q works correctly. 2007-01-18 15:35:44 -07:00
Brian
d885ff470a rewrite a bunch of assignment operators (like +=) 2007-01-18 15:33:13 -07:00
Brian
e4e66476a9 remove debug code 2007-01-18 15:23:45 -07:00
Brian
f43eac3ed8 remove swizzle param from new_var() 2007-01-18 09:22:44 -07:00
Zou Nan hai
c171166987 1. Fix bug #155
2. I notice multiple ARB_occlusion_query should be able to overlap according to spec.

3. Declaring extern variables in a .c file is evil, fix it.
2007-01-18 14:41:38 +08:00
Brian
8a2368edce rewrite additional matrix-related functions to reduce register needs 2007-01-17 18:37:20 -07:00
Brian
89a3bafe04 rewrite mat4 * mat4 operator to use fewer temps 2007-01-17 18:30:53 -07:00
Brian
272622a2e0 do bounds check in _slang_push_var_table(), added comment 2007-01-17 18:21:00 -07:00
Brian
2585b74e19 rewrite matrix constructors 2007-01-17 18:06:40 -07:00
Brian
4864aaeb02 handle var size > 4 in _slang_pop_var_table() 2007-01-17 18:02:44 -07:00
Brian
f4e345c1a8 minor fprintf() change 2007-01-17 16:30:11 -07:00
Brian
eb0c478b17 Rewrite a bunch of constructors. It's now important that the first
constructor for any given type be the one that takes the most parameters
as this is the constructor that'll be used when there's no perfect match
to the caller's arguments.
See the _slang_adapt_call() function for details.
2007-01-17 16:29:51 -07:00
Brian
3a3bb953b6 _slang_gen_function_call_name() now tries to adapt function calls (expand
vectors, insert casts) when a perfect match isn't found.
2007-01-17 16:14:03 -07:00
Brian
eabb7e66bd New _slang_adapt_call() function.
This is used to modify function calls (when possible) to make the arguments
map to the function parameters.  This includes "unrolling" vector types
and doing casts.

Example:
   vec2 v2 = vec2(1.2, 3.4)
   ivec3 iv = ivec3(false, v2);
Is converted into:
   ivec3 iv = ivec3(int(false), int(v2[0]), int(v2[1]))
2007-01-17 16:11:50 -07:00
Brian
397b807ad5 code clean-up, re-org. Added IR_F_TO_I support. 2007-01-17 16:05:03 -07:00
Brian
bb53124fca added IR_F_TO_I, update comments 2007-01-17 15:58:24 -07:00
Brian
0bad236cfb Added OPCODE_INT to convert 4 floats to 4 ints. 2007-01-17 15:54:14 -07:00
Brian
46a9241248 add texturing, other options 2007-01-17 10:25:44 -07:00
Brian
811f54fa75 Fix/clean-up a number of things related to variable/temporary allocation. 2007-01-17 09:54:31 -07:00
Brian
552a65e454 Implement codegen for the selection operator ( b ? x : y ) 2007-01-16 17:38:39 -07:00
Brian
3596903068 fix typo 2007-01-16 16:53:41 -07:00
Brian
271d504ed7 draw a box, press 'a' to animate 2007-01-16 15:27:11 -07:00
Brian
9d0ae967d4 added some VerteAttrib funcs 2007-01-16 14:57:12 -07:00
Brian
f44ba11815 Added toyball and bumpmap tests using shaders from the OpenGL Shading Language (orange) book. 2007-01-16 14:55:43 -07:00
Brian
9b5dc1358a when automatically binding vertex attributes, start with attrib 1, not 0 2007-01-16 14:52:22 -07:00
Brian
4f027a33b9 remove dead code 2007-01-16 14:19:37 -07:00
Brian
0f91310bf3 comments 2007-01-16 14:17:57 -07:00
Brian
d90c655b05 implement logical or, xor, not 2007-01-16 14:15:05 -07:00
Brian
99e788fe56 some additional vector constructors 2007-01-16 14:10:30 -07:00
Brian
156e583a35 fix _slang_gen_subscript() for the case when a simple vector is accessed as an array: convert index to a swizzle/writemask 2007-01-16 10:45:34 -07:00
Brian
0d55346156 Use arrow keys to pan and z/Z to zoom in/out to explore the fractal. 2007-01-15 17:48:19 -07:00
Brian
2ccd264695 Added new directory of GL shading language demos: glsl 2007-01-15 17:27:24 -07:00
Brian
f6507157e2 Reimplement the post-increment/decrement functions.
Instead of defining functions with an extra dummy parameter to distinguish
from the pre-incr/decr functions, just use new function names: __postIncr
and __postDecr.
2007-01-15 16:54:38 -07:00
Brian
c410994653 Implement the ++var and --var operators, improve some constructors. 2007-01-15 16:38:12 -07:00
Brian
0a097675f1 added vec3 constructor code 2007-01-15 16:34:33 -07:00
Brian
82258b7af3 added IR_ELEMENT 2007-01-15 16:33:54 -07:00
Brian
04ac15fd80 checkpoint: ++, -- and && operators 2007-01-15 15:51:49 -07:00
Brian
83d3ff590d Redo the way array indexes are handled. Resolve storage location at code emit time, not codegen time. 2007-01-15 13:58:45 -07:00
Brian
c807169888 remove old globals 2007-01-15 11:10:11 -07:00
Brian
a5bbe206a8 comments 2007-01-15 11:08:10 -07:00
Brian
8de3dc1701 Move some global vars into slang_assemble_ctx. 2007-01-15 11:07:46 -07:00
Brian
4f5901b265 fix the subassig, mulassign and divassign cases 2007-01-15 10:35:59 -07:00
Brian
629fd78f79 clean-up slang_allocate_storage() 2007-01-15 10:35:03 -07:00
Brian
64414ea0e9 added glUniform1fv_func, glUniform2fv_func 2007-01-13 14:51:02 -07:00
Brian
691ed5e54b Rework code related to temp register allocation, both for user variables
and expression temporarires.  Much better register utilization now.
Lots of other fixes.
The OpenGL GLSL "orange book" brick shader demo works now.
2007-01-13 14:49:52 -07:00
Brian
5daa99d2a4 slang_variable_scope now stores array of pointers to slang_variables. 2007-01-13 14:47:48 -07:00
Brian
97c7937c65 added another vec4 constructor, updated += operator 2007-01-13 14:46:12 -07:00
Brian
95a441112e Fix a problem with inlined "return" statements. Make some attempt to free temporaries. 2007-01-11 11:22:26 -07:00
Brian
063f3f7fc4 disable some code that'll eventually go away 2007-01-11 11:21:38 -07:00
Brian
749ed66549 new vec3 constructor, replace float_add w/ vec4_add 2007-01-11 11:20:23 -07:00
Brian
c8e148e38c tweak output 2007-01-11 11:19:11 -07:00
Brian
c0c31024a3 checkpoint: codegen for global vars/constants now working 2007-01-10 13:51:48 -07:00
Brian
88e2dbfd10 checkpoint: codegen for global vars w/ initializers 2007-01-10 13:33:38 -07:00
Brian
8a48f35574 assorted code clean-ups 2007-01-10 12:18:50 -07:00
Brian
ee11842bfc fix size bug in _mesa_add_attribute() 2007-01-10 12:18:33 -07:00
Brian
29bff4e12d simplify _mesa_add_state_reference() 2007-01-10 08:37:59 -07:00
Brian
88f7212312 Update _save_VertexAttrib() functions for non-aliasing behaviour. 2007-01-10 08:15:35 -07:00
Brian
01a91eb657 get rid of STATE_USER_ATTRIB/STATE_AUTO_ATTRIB 2007-01-09 19:26:22 -07:00
Brian
b7978af693 clean up a bunch of program parameter stuff 2007-01-09 19:17:17 -07:00
Brian
cc858bfa84 added a few more 2.0 functions 2007-01-09 17:49:53 -07:00
Brian
3209c3ed0d Implement vertex attribute binding.
Users can set explicit binding with glBindAttribLocation(), otherwise the
linker will allocate generic attribute slots.
2007-01-09 17:49:24 -07:00
Brian
5e75db12d7 more debug code (disabled) 2007-01-09 17:47:13 -07:00
Brian
e8673143ea add code for generic attributes 16..31 2007-01-09 17:46:45 -07:00
Brian
048412473b added _mesa_count_texture_indirections(), _mesa_count_texture_instructions() 2007-01-09 11:00:47 -07:00
Brian
21f99792a9 Moved NumTexInstructions, NumTexIndirections, etc. into gl_program since
they can now apply to vertex programs.
2007-01-09 11:00:21 -07:00
Brian
ae80d13f6d remove old comment 2007-01-09 10:10:59 -07:00
Brian
829da4c345 Vertex program texture samplers done, but untested (need to add TEX/TXB to
the T&L vertex program interpreter).
2007-01-09 09:31:30 -07:00
Brian
855ebb26d1 Implement shadow samplers and dFdx(), dFdy() code generation. 2007-01-09 09:14:32 -07:00
Brian
20aec24ac7 implement biased texture functions 2007-01-08 16:56:52 -07:00
Brian
41a4e828d9 check if _Current == NULL for TXB 2007-01-08 16:49:43 -07:00
Brian
8cad795a80 added 1D texture functions 2007-01-08 16:10:55 -07:00
Brian
9a78ef980d Remove if (tObj) conditional so that texture units without a texture image
return black (0,0,0,1) when sampled.
2007-01-08 16:10:34 -07:00
Brian
85e0634b54 update texture1D functions 2007-01-08 16:02:40 -07:00
Brian
42153d7858 Implement projective texture sampling, 3D textures. Disable some debug output. 2007-01-08 15:58:14 -07:00
Brian
483ca39bca Move some code around, add some comments. 2007-01-08 14:11:54 -07:00
Brian
d3fe7398e3 Move storage allocation functions from slang_emit.c to slang_codegen.c 2007-01-08 14:06:00 -07:00
Brian
27cc9068ce checkpoint: more work on variable/storage allocation 2007-01-08 13:36:53 -07:00
Brian
cf4d4342c9 Checkpoint: re-org of (global) variable allocation code. More to come... 2007-01-08 13:09:47 -07:00
Keith Packard
a27d3e43fe Merge branch 'master' into crestline 2007-01-07 23:03:01 -08:00
Keith Packard
6a632de96d Merge branch 'origin' into crestline 2007-01-07 20:57:56 -08:00
Keith Packard
92de58f001 Merge branch 'master' into crestline 2007-01-06 17:14:14 -08:00
Wang Zhenyu
caf8010652 Merge branch 'master' into crestline
Conflicts:

	src/mesa/drivers/dri/i965/brw_tex_layout.c

Michel Dänzer replaced the copy of the 945 mipmap layout code with that from
the 945 driver directly.
2007-01-06 15:49:23 -08:00
Brian
5cf7326132 Checkpoint glsl compiler work: sampler uniforms now implemented, linked properly. 2007-01-05 16:02:45 -07:00
Brian
b2ab693d68 added PROGRAM_SAMPLER 2007-01-05 16:01:43 -07:00
Brian
eef70ff79a added Sampler field to prog_instruction struct 2007-01-05 16:01:26 -07:00
Brian
288c5396e6 added PROGRAM_SAMPLER 2007-01-05 16:01:11 -07:00
Brian
9805e76744 added _mesa_add_sampler() 2007-01-05 16:00:57 -07:00
Brian
4cc90ee0b0 update TexturesUsed[] in slang_update_inputs_outputs() 2007-01-04 17:44:04 -07:00
Brian
4428e8f20f update TexturesUsed[] in slang_update_inputs_outputs() 2007-01-04 17:43:53 -07:00
Brian
64f78dd6a8 compute InputsRead/OutputsWritten with slang_update_inputs_outputs() 2007-01-04 17:30:30 -07:00
Brian
c9db223f90 move TexturesUsed[] into gl_program since vertex programs/shaders can use textures nowadays 2007-01-04 17:22:19 -07:00
Brian
7edd2ecb55 simplify update_texture_state() a bit, compute _EnabledCoordUnits for shaders 2007-01-04 16:19:54 -07:00
Brian
ff81f074fb minor formatting fix 2007-01-04 15:25:29 -07:00
Brian
de03fe4a3f added texture attribs in slang_find_input() 2007-01-04 15:06:50 -07:00
Brian
7b4d10b4a3 added glUniform1i_func 2007-01-04 14:40:56 -07:00
Brian
e640300602 initial code to get texture sampling limping along 2007-01-04 14:40:02 -07:00
Brian
6a92d98d1a temporary disable some memory deallocations to work around a memory corruption bug 2007-01-04 14:38:45 -07:00
Brian
89dc48569a finish some loose ends in _mesa_uniform() 2007-01-04 14:35:44 -07:00
Brian
602045fd7b update_texture_state() updated for new shaders 2007-01-04 14:33:42 -07:00
Brian
439758353a Fix some incorrect GL error values. Reorganize _mesa_compile_shader() code. 2007-01-04 08:21:09 -07:00
Nian Wu
f34cad0f97 Merge branch 'crestline' into crestline-qa 2006-12-26 16:46:51 -08:00
Haihao Xiang
adccb084df Support linear format in i965.
Fix bug #117 #118
2006-12-26 16:45:02 -08:00
Brian
d8babcfc57 fix typos 2006-12-22 10:26:22 -07:00
Brian
aa710c3e6b implement unary +, - 2006-12-22 10:18:50 -07:00
Brian
9b694589e9 chmod a-x 2006-12-21 18:12:03 -07:00
Brian
01f2e7f62f checkpoint: pre/post incr/decr operators 2006-12-21 18:05:06 -07:00
Brian
392d9701e3 added INTERP_VARYING code 2006-12-21 17:50:22 -07:00
Brian
eb2a6d62f9 s/attribute/varying/ 2006-12-21 17:50:07 -07:00
Brian
2905385744 comment about uniforms 2006-12-21 11:21:26 -07:00
Brian
58af54c767 checkpoint: rewrite vec/mat products 2006-12-21 10:56:09 -07:00
Brian
c155ae1dfe fix typos 2006-12-21 10:49:27 -07:00
Brian
a0d6b506cd added IR_NEG for negation 2006-12-21 10:47:28 -07:00
Brian
356f8ea213 checkpoint: matrix/float, unary negation rewrite 2006-12-21 10:45:49 -07:00
Brian
c73e07405c checkpoint: ivec/int and mat/mat operations 2006-12-21 10:03:15 -07:00
Brian
bb1bf8b3aa checkpoint: more basic math rewritting 2006-12-21 09:40:08 -07:00
Brian
a33532f5f4 checkpoint: re-org assignment operator functions 2006-12-20 18:04:59 -07:00
Brian
1ff1e89ff4 added glUniformMatrix2/3fv_func 2006-12-20 17:56:29 -07:00
Brian
cec316c9eb checkpoint: more basic math operator re-org 2006-12-20 17:55:42 -07:00
Brian
8d239a6880 Checkpoing: re-organization of basic arithmetic functions. 2006-12-20 17:43:56 -07:00
Brian
2a62cbd24b handle PROGRAM_UNIFORM, fix a _mesa_problem() call 2006-12-20 17:19:45 -07:00
Brian
3a8e2776a6 Uniform matrix support.
Implement _mesa_uniform_matrix()
Support for program parameters/uniforms with more than 4 elements.
Store 4x4 matrices in column-major order in registers.
Update mat mul built-in functions accordingly.
2006-12-20 17:19:16 -07:00
Brian
83ca3ff384 added _mesa_print_parameter_list() 2006-12-20 17:17:38 -07:00
Brian
2cc7dba718 New IR_COND node for evaluating conditional expressions (for if/while/for). 2006-12-20 12:41:59 -07:00
Brian
79a340bc15 use cast wrappers for sanity checking 2006-12-20 09:57:56 -07:00
Brian
f2923613a4 code re-org 2006-12-20 09:56:44 -07:00
Brian
d881a9c136 Minor clean-ups, reformatting, comment changes. 2006-12-20 09:31:07 -07:00
Brian
9e4bae9cca Fix shader object reference counting and hash table deallocation. 2006-12-20 09:27:42 -07:00
Brian
65a18442e5 Clean-up and re-org of the main GLSL object types.
Use the gl_shader struct as it should be.
Renamed gl_linked_program to gl_shader_program.
Store both shaders and programs in the same hash table and use the Type field
to distinguish them.
2006-12-19 18:46:56 -07:00
Brian
0bf5dbe002 Overhaul of GLSL API functions, dispatching, etc. 2006-12-19 18:02:41 -07:00
Brian
5b01c5e9d2 Overhaul of GLSL API functions, dispatching, etc. 2006-12-19 18:02:03 -07:00
Brian
46b06bdb26 Massive re-org of GLSL-related API functions.
Added new GLSL functions to struct dd_function_table.
main/shaders.c calls GLSL functions through the dd_function_table.
shader/shader_api.c implements the API functions.
Other assorted changes, fixes everywhere else.
2006-12-19 17:59:32 -07:00
Brian
2e76f0a846 check for null Parameters ptr in _mesa_clone_program() 2006-12-19 09:52:07 -07:00
Brian
af1d46b68a lots of clean-up and re-org 2006-12-19 08:59:51 -07:00
Brian
bb8f7627f7 additional error checking 2006-12-19 08:59:36 -07:00
Brian
8473ae475f new error msg 2006-12-19 08:59:19 -07:00
Brian
194bc5afbd rewrite +=, -= etc for floats 2006-12-19 08:58:56 -07:00
Brian
8e20c417d4 Implement array indexing of simple vec2/3/4 types. A bit of a hack for now... 2006-12-18 17:54:58 -07:00
Brian
d22079217c Added instruction counter to catch infinite loops (temporary). 2006-12-18 16:22:27 -07:00
Brian
b50280e95f Check for inst->CondUpdate, print .C suffix. 2006-12-18 16:21:58 -07:00
Brian
fbb71da2b9 Generate IR code for for/while loops, break and continue statements. 2006-12-18 14:45:26 -07:00
Brian
1aee657b0f Implement if-conditionals and while loops, added temporary resolve-branches function in linker. 2006-12-18 10:05:24 -07:00
Brian
34ae99d604 GLSL API functions. 2006-12-18 08:28:54 -07:00
Brian
ad2519ac6b Use _mesa_free_linked_program_data() 2006-12-18 08:28:06 -07:00
Brian
962a9f2f9d comments 2006-12-18 08:25:23 -07:00
Nian Wu
ead0f46d5f Merge branch 'crestline' into crestline-qa 2006-12-17 10:49:43 -08:00
Brian
0031ea7d85 fix comment, handle NOP 2006-12-16 12:52:55 -07:00
Brian
f7159552ae Initial code for conditional constructs. 2006-12-16 12:52:19 -07:00
Brian
3a2815370d print BRA instructions 2006-12-16 12:51:34 -07:00
Brian
3e1f4bc15b added cases for BRA, NOP 2006-12-16 12:51:12 -07:00
Brian
b456413d76 cases for NOP, BRA 2006-12-16 12:50:51 -07:00
Brian
a4be104887 start implementing relational operators 2006-12-15 17:05:53 -07:00
Brian
cb7ccc4b14 start rewriting the matrix/vector functions 2006-12-15 16:47:42 -07:00
Brian
f167d0e7d5 added assertion to catch use of too many temporaries 2006-12-15 15:37:32 -07:00
Brian
fa8059a89c fix double-printing of comment info 2006-12-15 15:36:29 -07:00
Brian
9b00fa9ac2 code movement 2006-12-15 15:36:09 -07:00
Brian
bfc02dd30f Lots of assorted changes.
Implement assignment/move for types larger than 4 floats.
Fix codegen bug for "return expr" in inlined functions.
More clean-up of storage allocation code (slang_resolve_storage).
2006-12-15 15:35:57 -07:00
Brian
6579245800 redo mat4 addition, mat4 constructor from vec4s 2006-12-15 15:32:11 -07:00
Brian
4b4632f94c vertex/fragment program field changes 2006-12-15 10:10:23 -07:00
Brian
d6aff512fe varying var changes 2006-12-15 10:10:01 -07:00
Brian
464b9f4f6c varying var changes 2006-12-15 10:09:49 -07:00
Brian
9abf73b8cc varying changes 2006-12-15 10:09:33 -07:00
Brian
a7e252026d updated includes 2006-12-15 10:09:12 -07:00
Brian
60a7200c0d updated includes 2006-12-15 10:08:59 -07:00
Brian
89f88058b9 use MAX_VARYING 2006-12-15 10:08:24 -07:00
Brian
e3b2668865 use MAX_VARYING 2006-12-15 10:08:15 -07:00
Brian
a7a582296b more debug output 2006-12-15 10:08:02 -07:00
Brian
a90046f109 Lots of assorted changes for new GLSL compiler backend.
New datatypes, constants, variables.
2006-12-15 10:07:26 -07:00
Brian
becb393d42 Use extfuncs.h helper. Added command line options for loading
vertex/fragment shaders from files.
2006-12-15 09:31:14 -07:00
Brian
e55b771a1e simple extension function wrangler 2006-12-15 09:30:31 -07:00
Brian
39adc30250 change/add/rm several filenames 2006-12-15 08:55:49 -07:00
Brian
c968d3d410 Renamed s_nvfragprog.[ch] to s_fragprog.[ch] 2006-12-15 08:50:02 -07:00
Brian
b78fb7abaf Renamed s_nvfragprog.[ch] to s_fragprog.[ch], program_instruction.h to prog_instruction.h 2006-12-15 08:49:27 -07:00
Brian
6232438acb remove unneeded includes 2006-12-14 15:54:01 -07:00
Brian
885afd59ec remove unneeded includes 2006-12-14 15:53:49 -07:00
Brian
2c1f975852 remove unneded includes 2006-12-14 15:50:34 -07:00
Brian
901c1bb402 remove some unneeded includes 2006-12-14 15:49:09 -07:00
Brian
0831ef5038 include prog_print.h 2006-12-14 15:47:54 -07:00
Brian
cc6a141dc1 Remove some moved extern decls. 2006-12-14 15:47:34 -07:00
Brian
464b82b1e6 Move some code from prog_print.c to prog_instruction.c 2006-12-14 15:47:08 -07:00
Brian
865f88afc0 Renamed from s_nvfragprog.[ch] 2006-12-14 15:14:14 -07:00
Brian
49f82803cc Updated includes. 2006-12-14 15:13:06 -07:00
Brian
60417b646d chmod a-x 2006-12-14 15:03:33 -07:00
Brian
57d9531cd6 Updated includes. 2006-12-14 15:03:04 -07:00
Brian
c0551f0a46 Updated includes. 2006-12-14 15:02:37 -07:00
Brian
a7a89e362b Updated #includes after splitting program.h 2006-12-14 15:02:19 -07:00
Brian
0560d81ce9 Move many functions into new files. 2006-12-14 15:01:28 -07:00
Brian
00cdc0a472 Split the program.[ch] files into several new files. 2006-12-14 15:01:06 -07:00
Brian
200736ebd8 Modify _mesa_strdup() so it handles NULL correctly. 2006-12-14 13:59:53 -07:00
Brian
cc0c8b2248 Updates for new linker (merged varying/uniform vars). 2006-12-14 13:59:25 -07:00
Brian
ef264c2971 Assorted fix-ups for the new linker.
Disable some of the excessive debug output.
2006-12-14 13:58:57 -07:00
Brian
d4f7e4cc01 The new linker actually does a few things right now:
The varying vars used by the vertex and fragment shader are merged so they
agree.
Similarly, uniforms are merged (along with constants, etc).
The vertex/fragment program instructions are then cloned and rewritten
with the newly resolved uniform/varying locations.
2006-12-14 13:58:32 -07:00
Brian
b2a3a8554a New functions for cloning programs and parameter lists. 2006-12-14 13:56:58 -07:00
Brian
e7e4181361 Remove include of s_arbshader.h 2006-12-14 09:51:54 -07:00
Brian
2a9950dcb3 Remove unneeded -I directories (3Dlabs headers). 2006-12-13 19:20:45 -07:00
Brian
2cbfbcd972 Obsolete. 2006-12-13 15:38:07 -07:00
Brian
33ae886bbd Remove unused 3Dlabs code. 2006-12-13 15:36:26 -07:00
Brian
aed4f2cc2c Remove unused 3Dlabs code. 2006-12-13 15:36:00 -07:00
Brian
05dab5eaa2 Checkpoint GLSL compiler work. Add new sources, remove obsolete. 2006-12-13 15:34:10 -07:00
Brian
1fbb1c8d78 Obsolete. 2006-12-13 15:33:41 -07:00
Brian
a5011d9753 Not needed. 2006-12-13 15:33:09 -07:00
Brian
cefc983bec Retire old GLSL shader code. 2006-12-13 15:06:28 -07:00
Brian
12ef1fbefc Checkpoint for GLSL compiler changes.
In brief:
Check for enabled fragment program by looking at ctx->FragmentProgram._Current.
New code for varying variables.
2006-12-13 15:05:23 -07:00
Brian
a328e469d3 Checkpoint work for new GLSL compiler back-end.
Among changes:
Remove ctx->FragmentProgram._Active
Remove _UseTexEnvProgram
Move _MaintainTnlProgram, _MaintainTexEnvProgram, _TexEnvProgram and
_TnlProgram fields.
Remove/disable old GLSL interpreter code.
2006-12-13 14:58:13 -07:00
Brian
fe1d01cb39 Checkpoint of work for new GLSL compiler back-end. Lots of assorted changes. 2006-12-13 14:54:47 -07:00
Brian
8627bf1452 Rewrite/simplify most built-in functions to use updated set of __asm instructions. 2006-12-13 14:49:41 -07:00
Nian Wu
77b862a849 Merge git://proxy01.pd.intel.com:9419/git/mesa/mesa into crestline 2006-12-13 13:49:00 -08:00
Brian
aff8e204d2 Checkpoint new GLSL compiler back-end to produce fp/vp-style assembly instructions. 2006-12-13 14:48:36 -07:00
Zou Nan hai
ed7fbad206 Fix bug #93, i965 driver not thread safe.
I am not confident of it is 100% thread safe now.
  bufmgr_fake.c need a total rewrite later
(cherry picked from 606632ca27558ee1335be2f4a5906f2baa240a6a commit)
2006-12-13 13:29:37 -08:00
Zou Nan hai
4720cd0050 fix bug #99.
prim_count overflow when there is more than 1 cliprect
(cherry picked from 84b958d66fe7d3fe03ed12b493e3f3197f656531 commit)
2006-12-13 13:29:20 -08:00
Michel Dänzer
c9795c6ca2 minstall: Pass correct destination file path to $RM regardless of source path.
(cherry picked from 26626c0052 commit)
2006-12-13 13:26:09 -08:00
Michel Dänzer
bce82efe1f minstall: Always remove destination file before (re-)creating it.
This avoids issues with overwriting files that are being used.
(cherry picked from d71a5647a3 commit)
2006-12-13 13:25:42 -08:00
Zou Nan hai
aeda4c589a ARB_occlusion_query support 2006-12-13 13:25:12 -08:00
Zou Nan hai
696fe3f52e if (tex width < 4), mipmap calculation will be out of range 2006-12-13 13:24:35 -08:00
Zou Nan hai
c34d026eb0 Fix bug #93 2006-12-13 15:27:17 +08:00
Zou Nan hai
de90bbd0b7 fix for bug #99 2006-12-12 15:00:27 +08:00
Eric Anholt
d214138910 Merge branch 'origin' into crestline 2006-12-11 10:50:25 -08:00
Wang Zhenyu
89433fef0d ARB_occlusion_query support 2006-12-11 00:01:56 -08:00
Wang Zhenyu
b4d9c0048f if (tex width < 4), mipmap calculation will be out of range 2006-12-11 00:00:51 -08:00
Eric Anholt
9a94dae4c2 Avoid branch instructions while in single program flow mode.
There is an errata for Broadwater that threads don't have the instruction/loop
mask stacks initialized on thread spawn.  In single program flow mode, those
stacks are not writable, so we can't initialize them.  However, they do get
read during ELSE and ENDIF instructions.  So, instead, replace branch
instructions in single program flow mode with predicated jumps (ADD to the ip
register), avoiding use of the more complicated branch instructions that may
fail.  This is also a minor optimization as no ENDIF equivalent is necessary.
2006-12-10 12:24:51 -08:00
Eric Anholt
183abbcd6b Connect INTEL_DEBUG=sync up to cmd/batch ioctls. 2006-12-10 12:24:46 -08:00
Wang Zhenyu
0536268267 adding pci id of Crestline 2006-12-10 12:24:40 -08:00
440 changed files with 41007 additions and 56299 deletions

View File

@@ -92,6 +92,7 @@ linux-alpha-static \
linux-debug \
linux-directfb \
linux-dri \
linux-dri-debug \
linux-dri-x86 \
linux-dri-x86-64 \
linux-dri-ppc \
@@ -154,10 +155,10 @@ ultrix-gcc:
# Rules for making release tarballs
DIRECTORY = Mesa-6.5.2
LIB_NAME = MesaLib-6.5.2
DEMO_NAME = MesaDemos-6.5.2
GLUT_NAME = MesaGLUT-6.5.2
DIRECTORY = Mesa-6.5.3
LIB_NAME = MesaLib-6.5.3
DEMO_NAME = MesaDemos-6.5.3
GLUT_NAME = MesaGLUT-6.5.3
MAIN_FILES = \
$(DIRECTORY)/Makefile* \
@@ -208,9 +209,6 @@ MAIN_FILES = \
$(DIRECTORY)/src/mesa/glapi/*.[chS] \
$(DIRECTORY)/src/mesa/glapi/descrip.mms \
$(DIRECTORY)/src/mesa/glapi/sources \
$(DIRECTORY)/src/mesa/array_cache/*.[ch] \
$(DIRECTORY)/src/mesa/array_cache/descrip.mms \
$(DIRECTORY)/src/mesa/array_cache/sources \
$(DIRECTORY)/src/mesa/math/*.[ch] \
$(DIRECTORY)/src/mesa/math/descrip.mms \
$(DIRECTORY)/src/mesa/math/sources \
@@ -230,6 +228,8 @@ MAIN_FILES = \
$(DIRECTORY)/src/mesa/swrast_setup/*.[ch] \
$(DIRECTORY)/src/mesa/swrast_setup/descrip.mms \
$(DIRECTORY)/src/mesa/swrast_setup/sources \
$(DIRECTORY)/src/mesa/vbo/*.[chS] \
$(DIRECTORY)/src/mesa/vbo/descrip.mms \
$(DIRECTORY)/src/mesa/tnl/*.[chS] \
$(DIRECTORY)/src/mesa/tnl/descrip.mms \
$(DIRECTORY)/src/mesa/tnl/sources \
@@ -288,7 +288,16 @@ MAIN_FILES = \
$(DIRECTORY)/windows/VC7/mesa/glu/glu.vcproj \
$(DIRECTORY)/windows/VC7/mesa/mesa.sln \
$(DIRECTORY)/windows/VC7/mesa/mesa/mesa.vcproj \
$(DIRECTORY)/windows/VC7/mesa/osmesa/osmesa.vcproj
$(DIRECTORY)/windows/VC7/mesa/osmesa/osmesa.vcproj \
$(DIRECTORY)/windows/VC8/mesa/mesa.sln \
$(DIRECTORY)/windows/VC8/mesa/gdi/gdi.vcproj \
$(DIRECTORY)/windows/VC8/mesa/glu/glu.vcproj \
$(DIRECTORY)/windows/VC8/mesa/mesa/mesa.vcproj \
$(DIRECTORY)/windows/VC8/mesa/osmesa/osmesa.vcproj \
$(DIRECTORY)/windows/VC8/progs/progs.sln \
$(DIRECTORY)/windows/VC8/progs/demos/gears.vcproj \
$(DIRECTORY)/windows/VC8/progs/glut/glut.vcproj
DRI_FILES = \
$(DIRECTORY)/include/GL/internal/dri_interface.h \
@@ -364,6 +373,9 @@ DEMO_FILES = \
$(DIRECTORY)/progs/samples/Makefile* \
$(DIRECTORY)/progs/samples/README \
$(DIRECTORY)/progs/samples/*.c \
$(DIRECTORY)/progs/glsl/Makefile* \
$(DIRECTORY)/progs/glsl/*.c \
$(DIRECTORY)/progs/glsl/*.txt \
$(DIRECTORY)/progs/windml/Makefile.ugl \
$(DIRECTORY)/progs/windml/*.c \
$(DIRECTORY)/progs/windml/*.bmp \

View File

@@ -212,15 +212,16 @@ case $ARCH in
# finish up
FINAL_LIBS="${LIBNAME}"
elif [ $STATIC = 1 ] ; then
LIBNAME="lib${LIBNAME}" # prefix with "lib"
echo "mklib: Making" $ARCH "static library: " ${LIBNAME}.a
LIBNAME="lib${LIBNAME}.a" # prefix with "lib", suffix with ".a"
echo "mklib: Making" $ARCH "static library: " ${LIBNAME}
LINK="ar"
OPTS="-ru"
rm -f ${LIBNAME}
# make lib
${LINK} ${OPTS} ${LIBNAME}.a ${OBJECTS}
ranlib ${LIBNAME}.a
${LINK} ${OPTS} ${LIBNAME} ${OBJECTS}
ranlib ${LIBNAME}
# finish up
FINAL_LIBS=${LIBNAME}.a
FINAL_LIBS=${LIBNAME}
else
LIBNAME="lib${LIBNAME}" # prefix with "lib"
case $ARCH in 'Linux' | 'GNU' | GNU/*)

View File

@@ -10,7 +10,7 @@ CONFIG_NAME = default
# Version info
MESA_MAJOR=6
MESA_MINOR=5
MESA_TINY=2
MESA_TINY=3
# external projects. This should be useless now that we use libdrm.
DRM_SOURCE_PATH=$(TOP)/../drm
@@ -63,7 +63,7 @@ SRC_DIRS = mesa glu glut/glx glw
GLU_DIRS = sgi
DRIVER_DIRS = x11 osmesa
# Which subdirs under $(TOP)/progs/ to enter:
PROGRAM_DIRS = demos redbook samples xdemos
PROGRAM_DIRS = demos redbook samples glsl xdemos
# Library/program dependencies

View File

@@ -67,4 +67,4 @@ WINDOW_SYSTEM=dri
# gamma are missing because they have not been converted to use the new
# interface.
DRI_DIRS = i810 i915tex i915 i965 mach64 mga r128 r200 r300 radeon s3v \
savage sis tdfx trident unichrome ffb
savage sis tdfx trident unichrome ffb nouveau

View File

@@ -22,7 +22,8 @@ ARCH_FLAGS ?=
DEFINES = -D_POSIX_SOURCE -D_POSIX_C_SOURCE=199309L -D_SVID_SOURCE \
-D_BSD_SOURCE -D_GNU_SOURCE \
-DPTHREADS -DUSE_EXTERNAL_DXTN_LIB=1 -DIN_DRI_DRIVER \
-DGLX_DIRECT_RENDERING -DHAVE_ALIAS -DUSE_XCB -DHAVE_POSIX_MEMALIGN
-DGLX_DIRECT_RENDERING -DGLX_INDIRECT_RENDERING \
-DHAVE_ALIAS -DUSE_XCB -DHAVE_POSIX_MEMALIGN
X11_INCLUDES = `pkg-config --cflags-only-I x11` `pkg-config --cflags-only-I xcb` `pkg-config --cflags-only-I x11-xcb` `pkg-config --cflags-only-I xcb-glx`
@@ -65,4 +66,4 @@ WINDOW_SYSTEM=dri
# gamma are missing because they have not been converted to use the new
# interface.
DRI_DIRS = i810 i915 mach64 mga r128 r200 r300 radeon s3v \
savage sis tdfx trident unichrome ffb
savage sis tdfx trident unichrome ffb nouveau

View File

@@ -1,155 +1,163 @@
File: docs/README.WIN32
Last updated: Mar 31, 2006 - Karl Schultz - kschultz@users.sourceforge.net
Quick Start
----- -----
Unzip the MesaLib, MesaGLUT, and MesaDemos ZIP files into the same
directory. The libs and demos build separately, so if you do not care
about the demos or GLUT, you only need to unzip MesaLib. If you unzip
more than one ZIP file, they all need to be unzipped into the same
directory. Don't worry, you will not overwrite anything.
The Windows build system uses Microsoft Visual Studio. Project files
for a specific version of Visual Studio are in their own directory in
the top-level "windows" directory. For example, Visual Studio 6 files
are in windows/VC6. If a directory does not exist for your version of
Visual Studio, you can try importing the project files from an earlier
version of Visual Studio. At this time, project files exist for
Version 6 and Version 7. The code has been built with a beta version
of Version 8 and it runs on 64-bit Windows. If you want to try this,
start by importing the VC7 files and create the 64-bit targets in the
configuration manager.
It is likely that the new and free Visual Studio Express can be used
to build Mesa, but it hasn't been tried yet. Start with the VC7
project files.
The project files to build the core Mesa library, Windows Mesa
drivers, OSMesa, and GLU are in the mesa directory. The project files
to build GLUT and some demo programs are in the progs directory.
Makefiles are no longer shipped or supported, but can be generated
from the projects using Visual Studio.
Windows Drivers
------- -------
At this time, only the GDI driver is known to work. Most of the demos
in progs/demos should work with this driver.
Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.
The GDI driver operates basically by writing pixel spans into a DIB
section and then blitting the DIB to the window. The driver was
recently cleaned up and rewitten and so may have bugs or may be
missing some functionality. The older versions of the CVS source may
be useful in figuring out any problems, or report them to me.
To build Mesa with the GDI driver, build the mesa, gdi, and glu
projects in the Visual Studio workspace found at
windows/VC6/mesa/mesa.dsw
or
windows/VC7/mesa/mesa.sln
The osmesa DLL can also be built with the osmesa project.
The build system creates a lib top-level directory and copies
resulting LIB and DLL files to this lib directory. The files are:
OPENGL32.LIB, GLU32.LIB, OSMESA32.LIB
OPENGL32.DLL, GLU32.DLL, OSMESA32.DLL
If the MesaDemos ZIP file was extracted, the DLL files are also copied
to the demos directory. This facilitates running the demos as described
below.
GLUT and Demos
---- --- -----
A Visual Studio workspace can be found at
windows/VC6/progs/progs.dsw
or
windows/VC7/progs/progs.sln
It can be used to build GLUT and a few demos. The GLUT lib and DLL
are copied to the top-level lib directory, along with the Mesa libs.
The demo build system expects to find the LIB files in the top level
lib directory, so you must build the Mesa libs first. The demo
executables are placed in the demos directory, because some of them
rely on data files found there. Also, the Mesa lib DLL's were copied
there by the Mesa lib build process. Therefore, you should be able to
simply run the demo executables from the demo directory.
If you want to run the demos from the Visual Studio, you may have to
change the startup directory and explicitly state where the executables are.
You may also build all the demo programs by using a makefile. Go to
the progs/demos directory and make sure you have executed VCVARS32.BAT
or whatever setup script is appropriate for your compiler. Then,
nmake -f Makefile.win
should build all the demos.
Build System Notes
----- ------ -----
VC6
---
Visual Studio 6 does not recognize files with the .cc extension as C++
language files, without a lot of unnatural tweaking. So, the VC6
build process uses custom build steps to compile these files in the
GLU library.
Two additional configurations are provided, Debug x86 and Release x86
that activate the shader code compilation by defining SLANG_86. It is
unknown if and how this works.
VC7
---
The above-mentioned .cc problem does not exist in this version.
General
-------
After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32. If you don't like putting things
in a system directory, place them in the same directory as the
executable(s). Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.
The DLL files are built so that the external entry points use the
stdcall calling convention.
Static LIB files are not built. The LIB files that are built with are
the linker import files associated with the DLL files.
The si-glu sources are used to build the GLU libs. This was done
mainly to get the better tessellator code.
To build "mangled" Mesa, add the preprocessor define USE_MGL_NAMESPACE
to the project settings. You will also need to edit src/mesa.def to
change all the gl* symbols to mgl*. Because this is easy to do with a
global replace operation in a text editor, no additional mangled
version of mesa.def is maintained or shipped.
If you have a Windows-related build problem or question, it is
probably better to direct it to me (kschultz@users.sourceforge.net),
rather than directly to the other Mesa developers. I will help you as
much as I can. I also monitor the Mesa mailing lists and will answer
questions in this area there as well.
Karl Schultz
File: docs/README.WIN32
Last updated: Apr 25, 2007 - Karl Schultz - kschultz@users.sourceforge.net
Quick Start
----- -----
Unzip the MesaLib, MesaGLUT, and MesaDemos ZIP files into the same
directory. The libs and demos build separately, so if you do not care
about the demos or GLUT, you only need to unzip MesaLib. If you unzip
more than one ZIP file, they all need to be unzipped into the same
directory. Don't worry, you will not overwrite anything.
The Windows build system uses Microsoft Visual Studio. Project files
for a specific version of Visual Studio are in their own directory in
the top-level "windows" directory. For example, Visual Studio 8 files
are in windows/VC8.
Support has been dropped for versions of Visual Studio prior to 8. The
main reason is because Microsoft now provides a free compiler and
developer environment. Visual Studio Express can be found at
http://msdn.microsoft.com/vstudio/express/visualc/default.aspx
You'll also need the Platform SDK. Instructions for obtaining and
using the SDK with Visual Studio Express can be found at
http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/
If you are stuck using VC6 or VC7, you may start with these project
files, but you may need to modify them to reflect changes in the
Mesa source code tree. If you sucessfully update the project files,
please submit them to the author of this document so that they may
be included in the next distribution.
The project files to build the core Mesa library, Windows Mesa
drivers, OSMesa, and GLU are in the mesa directory. The project files
to build GLUT and some demo programs are in the progs directory.
Makefiles are no longer shipped or supported, but can be generated
from the projects using Visual Studio.
Windows Drivers
------- -------
At this time, only the GDI driver is known to work. Most of the demos
in progs/demos should work with this driver.
Source code also exists in the tree for other drivers in
src/mesa/drivers/windows, but the status of this code is unknown.
The GDI driver operates basically by writing pixel spans into a DIB
section and then blitting the DIB to the window. The driver was
recently cleaned up and rewitten and so may have bugs or may be
missing some functionality. The older versions of the CVS source may
be useful in figuring out any problems, or report them to me.
To build Mesa with the GDI driver, build the mesa, gdi, and glu
projects in the Visual Studio workspace found at
windows/VC8/mesa/mesa.sln
The osmesa DLL can also be built with the osmesa project.
The build system creates a lib top-level directory and copies
resulting LIB and DLL files to this lib directory. The files are:
OPENGL32.LIB, GLU32.LIB, OSMESA32.LIB
OPENGL32.DLL, GLU32.DLL, OSMESA32.DLL
If the MesaDemos ZIP file was extracted, the DLL files are also copied
to the demos directory. This facilitates running the demos as described
below.
GLUT and Demos
---- --- -----
A Visual Studio workspace can be found at
windows/VC8/progs/progs.sln
It can be used to build GLUT and a few demos. The GLUT lib and DLL
are copied to the top-level lib directory, along with the Mesa libs.
The demo build system expects to find the LIB files in the top level
lib directory, so you must build the Mesa libs first. The demo
executables are placed in the demos directory, because some of them
rely on data files found there. Also, the Mesa lib DLL's were copied
there by the Mesa lib build process. Therefore, you should be able to
simply run the demo executables from the demo directory.
If you want to run the demos from the Visual Studio, you may have to
change the startup directory and explicitly state where the executables are.
You may also build all the demo programs by using a makefile. Go to
the progs/demos directory and make sure you have executed VCVARS32.BAT
or whatever setup script is appropriate for your compiler. Then,
nmake -f Makefile.win
should build all the demos.
Build System Notes
----- ------ -----
VC6 (not actively supported)
---
Visual Studio 6 does not recognize files with the .cc extension as C++
language files, without a lot of unnatural tweaking. So, the VC6
build process uses custom build steps to compile these files in the
GLU library.
Two additional configurations are provided, Debug x86 and Release x86
that activate the shader code compilation by defining SLANG_86. It is
unknown if and how this works.
VC7 (not actively supported)
---
The above-mentioned .cc problem does not exist in this version.
VC8
---
No notes.
General
-------
After building, you can copy the above DLL files to a place in your
PATH such as $SystemRoot/SYSTEM32. If you don't like putting things
in a system directory, place them in the same directory as the
executable(s). Be careful about accidentially overwriting files of
the same name in the SYSTEM32 directory.
The DLL files are built so that the external entry points use the
stdcall calling convention.
Static LIB files are not built. The LIB files that are built with are
the linker import files associated with the DLL files.
The si-glu sources are used to build the GLU libs. This was done
mainly to get the better tessellator code.
To build "mangled" Mesa, add the preprocessor define USE_MGL_NAMESPACE
to the project settings. You will also need to edit src/mesa.def to
change all the gl* symbols to mgl*. Because this is easy to do with a
global replace operation in a text editor, no additional mangled
version of mesa.def is maintained or shipped.
If you have a Windows-related build problem or question, it is
probably better to direct it to me (kschultz@users.sourceforge.net),
rather than directly to the other Mesa developers. I will help you as
much as I can. I also monitor the Mesa mailing lists and will answer
questions in this area there as well.
Karl Schultz

View File

@@ -25,6 +25,7 @@ a:visited {
<ul>
<li><a href="intro.html" target="MainFrame">Introduction</a>
<li><a href="news.html" target="MainFrame">News</a>
<LI><A HREF="developers.html" target="MainFrame">Developers</A>
<li><a href="systems.html" target="MainFrame">Platforms and Drivers</a>
<li><a href="license.html" target="MainFrame">License & Copyright</a>
<li><a href="faq.html" target="MainFrame">FAQ</a>
@@ -64,6 +65,8 @@ a:visited {
<ul>
<li><a href="http://sourceforge.net/projects/mesa3d" target="_parent">SourceForge homepage</a>
<li><a href="repository.html" target="MainFrame">Source Code Repository</a>
<li><a href="memory.html" target="MainFrame">DRI Memory Management</a>
<li><a href="shading.html" target="MainFrame">Shading Language</a>
<li><a href="utilities.html" target="MainFrame">Utilities</a>
<li><a href="helpwanted.html" target="MainFrame">Help Wanted</a>
<li><a href="devinfo.html" target="MainFrame">Development Notes</a>
@@ -71,7 +74,6 @@ a:visited {
<li><a href="subset.html" target="MainFrame">Subset Information</a>
<li><a href="fbdev-dri.html" target="MainFrame">fbdev/DRI Environment</a>
<li><a href="glfbdev-driver.html" target="MainFrame">glFBDev Driver</a>
<LI><A HREF="custom.html" target="MainFrame">Custom Development</A>
<LI><A HREF="dispatch.html" target="MainFrame">GL Dispatch</A>
</ul>

View File

@@ -1,27 +0,0 @@
<HTML>
<TITLE>Custom Development</TITLE>
<link rel="stylesheet" type="text/css" href="mesa.css"></head>
<BODY>
<H1>Custom Development</H1>
<p>
Mesa is primarily developed and maintained on a volunteer basis.
Some Mesa development work has been done in conjuction with contracted
projects, such as the XFree86/DRI drivers.
</p>
<p>
<pre>[Begin shameless plug]</pre>
If you have a need for specific or custom Mesa development work,
<a href="http://www.tungstengraphics.com/" target="_parent">
Tungsten Graphics, Inc.</a> may be able to help you.
<pre>[End shameless plug]</pre>
</p>
</body>
</html>

51
docs/developers.html Normal file
View File

@@ -0,0 +1,51 @@
<HTML>
<TITLE>Developers</TITLE>
<link rel="stylesheet" type="text/css" href="mesa.css"></head>
<BODY>
<H1>Developers</H1>
<p>
Both professional and volunteer developers contribute to Mesa.
</p>
<p>
<a href="http://www.tungstengraphics.com/" target="_parent">Tungsten Graphics</a>
employs several of the main Mesa developers including Brian Paul
and Keith Whitwell.
Much of the on-going work in Mesa is done through Tungsten Graphics engineering
contracts.
Prominent examples of this work includes:
</p>
<ul>
<li>DRI drivers for Intel i965, i945, i915 and other chips
<li>Advanced memory manager and framebuffer object support
<li>Shading language compiler and OpenGL 2.0 support
<li>MiniGLX environment
</ul>
<p>
Other companies including
<a href="http://www.intellinuxgraphics.org/index.html" target="_parent">Intel</a>
and IBM also actively contribute to the project.
</p>
<p>
Volunteers have made significant contributions to all parts of Mesa, including
complete device drivers.
</p>
<H1>Custom Development</H1>
<p>
Contact <a href="http://www.tungstengraphics.com/" target="_parent">
Tungsten Graphics</a>
for information about custom development in Mesa, OpenGL, X and other
graphics technologies.
</p>
</body>
</html>

View File

@@ -9,7 +9,7 @@
<H1>Downloading</H1>
<p>
Last development release: <b>6.5.2</b>
Last development release: <b>6.5.3</b>
</p>
<p>

View File

@@ -9,35 +9,31 @@
<H1>Introduction</H1>
<p>
Mesa is a 3-D graphics library with an API which is very similar to
that of <a href="http://www.opengl.org/" target="_parent">OpenGL</a>.*
To the extent that Mesa utilizes the OpenGL command syntax or state
machine, it is being used with authorization from <a
href="http://www.sgi.com/" target="_parent">Silicon Graphics,
Inc.</a>(SGI). However, the author does not possess an OpenGL license
from SGI, and makes no claim that Mesa is in any way a compatible
replacement for OpenGL or associated with SGI. Those who want a
licensed implementation of OpenGL should contact a licensed
vendor.
Mesa is an open-source implementation of the
<a href="http://www.opengl.org/" target="_parent">OpenGL</a> specification -
a system for rendering interactive 3D graphics.
</p>
<p>
Please do not refer to the library as <em>MesaGL</em> (for legal
reasons). It's just <em>Mesa</em> or <em>The Mesa 3-D graphics
library</em>. <br>
A variety of device drivers allows Mesa to be used in many different
environments ranging from software emulation to complete hardware acceleration
for modern GPUs.
</p>
<p>
* OpenGL is a trademark of <a href="http://www.sgi.com/"
target="_parent">Silicon Graphics Incorporated</a>.
Mesa ties into several other open-source projects: the
<a href="http://dri.sf.net/" target="_parent">Direct Rendering Infrastructure</a>
and <a href="http://x.org" target="_parent">X.org</a> to provide OpenGL
support to users of X on Linux, FreeBSD and other operating systems.
</p>
<H1>Project History</H1>
<p>
The Mesa project was founded by me, Brian Paul. Here's a short history
of the project.
The Mesa project was originally started by Brian Paul.
Here's a short history of the project.
</p>
<p>

View File

@@ -6,6 +6,34 @@
<BODY>
<H1>Disclaimer</H1>
<p>
Mesa is a 3-D graphics library with an API which is very similar to
that of <a href="http://www.opengl.org/" target="_parent">OpenGL</a>.*
To the extent that Mesa utilizes the OpenGL command syntax or state
machine, it is being used with authorization from <a
href="http://www.sgi.com/" target="_parent">Silicon Graphics,
Inc.</a>(SGI). However, the author does not possess an OpenGL license
from SGI, and makes no claim that Mesa is in any way a compatible
replacement for OpenGL or associated with SGI. Those who want a
licensed implementation of OpenGL should contact a licensed
vendor.
</p>
<p>
Please do not refer to the library as <em>MesaGL</em> (for legal
reasons). It's just <em>Mesa</em> or <em>The Mesa 3-D graphics
library</em>. <br>
</p>
<p>
* OpenGL is a trademark of <a href="http://www.sgi.com/"
target="_parent">Silicon Graphics Incorporated</a>.
</p>
<H1>License / Copyright Information</H1>
<p>
@@ -24,7 +52,7 @@ The default Mesa license is as follows:
</p>
<pre>
Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),

View File

@@ -11,6 +11,33 @@
<H1>News</H1>
<h2>April 27, 2007</h2>
<p>
<a href="relnotes-6.5.3.html">Mesa 6.5.3</a> is released.
This is a development release which will lead up to the Mesa 7.0 release
(which will advertise OpenGL 2.1 API support).
</p>
<h2>March 26, 2007</h2>
<p>
The new Shading Language compiler branch has been merged into the git
master branch. This is a step toward hardware support for the OpenGL
2.0 Shading Language and will be included in the next Mesa release.
In conjunction, <a href="http://glean.sf.net" target="_parent">Glean
</a> has been updated with a new test that does over 130 tests of the
shading language and built-in functions.
</p>
<h2>April 2007</h2>
<p>
Thomas Hellstr&ouml;m of
<a href="http://www.tungstengraphics.com" target="_parent">
Tungsten Graphics</a> has written a whitepaper describing the new
<a href="http://www.tungstengraphics.com/mm.pdf">DRI memory management
system</a>.
</p>
<h2>December 5, 2006</h2>
<p>
Mesa is now using git as its source code management system.

View File

@@ -8,11 +8,11 @@
<body bgcolor="#eeeeee">
<H1>Mesa 6.5.3 Release Notes / (in progress)</H1>
<H1>Mesa 6.5.3 Release Notes / April 27, 2007</H1>
<p>
Mesa 6.5.3 is a 6.5 follow-on development release mostly consisting of
bug fixes</a>.
Mesa 6.5.3 is a development release with many changes and new features.
Mesa 7.0 is expected to follow shortly.
</p>
@@ -22,10 +22,33 @@ TBD
</pre>
<h2>Shared library numbering</h2>
<p>
Mesa 6.5.3 supports the OpenGL 2.0/2.1 API. However, the (unix)
shared library version is still 1.5 (i.e. libGL.so.1.5.xxxxxx).
Bumping the shared library version to 2.x would cause linking problems
with existing OpenGL applications. Since OpenGL 2.x is backward
compatible with OpenGL 1.x the shared library version number doesn't
have to be incremented (which would indicate an incompatible ABI).
</p>
<p>
Other OpenGL vendors name their OpenGL 2.x libraries libGL.so.1.0.xxxxx
for the same reason.
</p>
<h2>New features</h2>
<ul>
<li>OpenGL 2.0 and 2.1 API support.
<li>Entirely new Shading Language code generator. See the
<a href="shading.html">Shading Language</a> page for more information.
<li>Much faster software execution of vertex, fragment shaders.
<li>New vertex buffer object (vbo) infrastructure
<li>Updated glext.h file (version 39)
<li>Updated glxext.h file (version 18)
<li>Updated glxext.h file (version 19)
<li>GL_MAX_DRAWBUFFERS is now 4 (software rendering) so
"multiple render targets" are really supported.
</ul>
<h2>Bug fixes</h2>
@@ -33,27 +56,33 @@ TBD
<li>Fog was errantly applied when a fragment shader was enabled (bug 9346)
<li>glPush/PopClientAttrib didn't handle VBO bindings correctly (bug 9445)
<li>With 32-bit Z buffer, the fragment Z of lines and points was sometimes wrong.
<li>GL_POST_CONVOLUTION_ALPHA_BIAS/SCALE was broken.
<li>1D convolution state could effect 2D image transfers
<li>Overlapping glCopyPixels with negative Y zoom didn't work (bug 10521)
<li>Fixed a number of framebuffer/renderbuffer reference counting bugs
<li>Fixed a few bugs in software-emulated alpha planes
<li>Assorted minor bug fixes in glCopy/DrawPixels, glPixelZoom, etc.
<li>Assorted DRI driver bug fixes.
<li>Fixed a number of bugs that prevented "depth-peeling" rendering from working.
</ul>
<h2>Internal code changes</h2>
<ul>
<li>The _MaintainTnlProgram, _MaintainTexEnvProgram, _TexEnvProgram and
_TnlProgram fields have been moved.
<li>The ctx->FragmentProgram._Active field has been removed.
<li>The ctx->Vertex/FragmentProgram._Current fields point to the program
in effect, whether it comes from a shader, user-program or generated
fixed-function program.
<li>The _UseTexEnvProgram field has been removed.
<li>Old array_cache module replaced by new vbo module. All geometry
rendering is now cast in the form of vertex buffer objects.
<li>Massive changes to the Shading Language compiler and related state.
<li>Vertex/fragment shaders are compiled into GPU instructions and
programs very similar to GL_ARB_vertex/fragment_program.
<li>Vertex and fragment programs are executed with the same code now.
<li>The SSE-optimized vertex program path has been removed since it didn't
support more than 12 temp registers, didn't support branching/looping, etc.
</ul>
<h2>To Do (someday) items</h2>
<ul>
<li>Switch to freeglut
<li>Increase MAX_DRAWBUFFERS
<li>Fix linux-glide target/driver.
<li>Improved lambda and derivative calculation for frag progs.
</ul>
@@ -65,17 +94,17 @@ fixed-function program.
Driver Status
---------------------- ----------------------
DRI drivers varies with the driver
XMesa/GLX (on Xlib) implements OpenGL 1.5
OSMesa (off-screen) implements OpenGL 1.5
XMesa/GLX (on Xlib) implements OpenGL 2.1
OSMesa (off-screen) implements OpenGL 2.1
Windows/Win32 implements OpenGL 2.1
Glide (3dfx Voodoo1/2) implements OpenGL 1.3
SVGA implements OpenGL 1.3
Wind River UGL implements OpenGL 1.3
Windows/Win32 implements OpenGL 1.5
DJGPP implements OpenGL 1.5
GGI implements OpenGL 1.3
BeOS implements OpenGL 1.5
Allegro needs updating
D3D needs updating
SVGA unsupported
Wind River UGL unsupported
DJGPP unsupported
GGI unsupported
BeOS unsupported
Allegro unsupported
D3D unsupported
</pre>
</body>

312
docs/shading.html Normal file
View File

@@ -0,0 +1,312 @@
<HTML>
<TITLE>Shading Language Support</TITLE>
<link rel="stylesheet" type="text/css" href="mesa.css"></head>
<BODY>
<H1>Shading Language Support</H1>
<p>
This page describes the features and status of Mesa's support for the
<a href="http://opengl.org/documentation/glsl/" target="_parent">
OpenGL Shading Language</a>.
</p>
<p>
Last updated on 28 March 2007.
</p>
<p>
Contents
</p>
<ul>
<li><a href="#unsup">Unsupported Features</a>
<li><a href="#notes">Implementation Notes</a>
<li><a href="#hints">Programming Hints</a>
<li><a href="#standalone">Stand-alone Compiler</a>
<li><a href="#implementation">Compiler Implementation</a>
<li><a href="#validation">Compiler Validation</a>
</ul>
<a name="unsup">
<h2>Unsupported Features</h2>
<p>
The following features of the shading language are not yet supported
in Mesa:
</p>
<ul>
<li>Dereferencing arrays with non-constant indexes
<li>Comparison of user-defined structs
<li>Linking of multiple shaders is not supported
<li>gl_ClipVertex
<li>The derivative functions such as dFdx() are not implemented
<li>The inverse trig functions asin(), acos(), and atan() are not implemented
<li>The gl_Color and gl_SecondaryColor varying vars are interpolated
without perspective correction
</ul>
<p>
All other major features of the shading language should function.
</p>
<a name="notes">
<h2>Implementation Notes</h2>
<ul>
<li>Shading language programs are compiled into low-level programs
very similar to those of GL_ARB_vertex/fragment_program.
<li>All vector types (vec2, vec3, vec4, bvec2, etc) currently occupy full
float[4] registers.
<li>Float constants and variables are packed so that up to four floats
can occupy one program parameter/register.
<li>All function calls are inlined.
<li>Shaders which use too many registers will not compile.
<li>The quality of generated code is pretty good, register usage is fair.
<li>Shader error detection and reporting of errors (InfoLog) is not
very good yet.
<li>The ftransform() function doesn't necessarily match the results of
fixed-function transformation.
</ul>
<p>
These issues will be addressed/resolved in the future.
</p>
<a name="hints">
<h2>Programming Hints</h2>
<ul>
<li>Declare <em>in</em> function parameters as <em>const</em> whenever possible.
This improves the efficiency of function inlining.
</li>
<br>
<li>To reduce register usage, declare variables within smaller scopes.
For example, the following code:
<pre>
void main()
{
vec4 a1, a2, b1, b2;
gl_Position = expression using a1, a2.
gl_Color = expression using b1, b2;
}
</pre>
Can be rewritten as follows to use half as many registers:
<pre>
void main()
{
{
vec4 a1, a2;
gl_Position = expression using a1, a2.
}
{
vec4 b1, b2;
gl_Color = expression using b1, b2;
}
}
</pre>
Alternately, rather than using several float variables, use
a vec4 instead. Use swizzling and writemasks to access the
components of the vec4 as floats.
</li>
<br>
<li>Use the built-in library functions whenever possible.
For example, instead of writing this:
<pre>
float x = 1.0 / sqrt(y);
</pre>
Write this:
<pre>
float x = inversesqrt(y);
</pre>
<li>
Use ++i when possible as it's more efficient than i++
</li>
</ul>
<a name="standalone">
<h2>Stand-alone Compiler</h2>
<p>
A unique stand-alone GLSL compiler driver has been added to Mesa.
<p>
<p>
The stand-alone compiler (like a conventional command-line compiler)
is a tool that accepts Shading Language programs and emits low-level
GPU programs.
</p>
<p>
This tool is useful for:
<p>
<ul>
<li>Inspecting GPU code to gain insight into compilation
<li>Generating initial GPU code for subsequent hand-tuning
<li>Debugging the GLSL compiler itself
</ul>
<p>
To build the glslcompiler program (this will be improved someday):
</p>
<pre>
cd src/mesa
make libmesa.a
cd drivers/glslcompiler
make
</pre>
<p>
Here's an example of using the compiler to compile a vertex shader and
emit GL_ARB_vertex_program-style instructions:
</p>
<pre>
glslcompiler --arb --linenumbers --vs vertshader.txt
</pre>
<p>
The output may look similar to this:
</p>
<pre>
!!ARBvp1.0
0: MOV result.texcoord[0], vertex.texcoord[0];
1: DP4 temp0.x, state.matrix.mvp.row[0], vertex.position;
2: DP4 temp0.y, state.matrix.mvp.row[1], vertex.position;
3: DP4 temp0.z, state.matrix.mvp.row[2], vertex.position;
4: DP4 temp0.w, state.matrix.mvp.row[3], vertex.position;
5: MOV result.position, temp0;
6: END
</pre>
<p>
Note that some shading language constructs (such as uniform and varying
variables) aren't expressible in ARB or NV-style programs.
Therefore, the resulting output is not always legal by definition of
those program languages.
</p>
<p>
Also note that this compiler driver is still under development.
Over time, the correctness of the GPU programs, with respect to the ARB
and NV languagues, should improve.
</p>
<a name="implementation">
<h2>Compiler Implementation</h2>
<p>
The source code for Mesa's shading language compiler is in the
<code>src/mesa/shader/slang/</code> directory.
</p>
<p>
The compiler follows a fairly standard design and basically works as follows:
</p>
<ul>
<li>The input string is tokenized (see grammar.c) and parsed
(see slang_compiler_*.c) to produce an Abstract Syntax Tree (AST).
The nodes in this tree are slang_operation structures
(see slang_compile_operation.h).
The nodes are decorated with symbol table, scoping and datatype information.
<li>The AST is converted into an Intermediate representation (IR) tree
(see the slang_codegen.c file).
The IR nodes represent basic GPU instructions, like add, dot product,
move, etc.
The IR tree is mostly a binary tree, but a few nodes have three or four
children.
In principle, the IR tree could be executed by doing an in-order traversal.
<li>The IR tree is traversed in-order to emit code (see slang_emit.c).
This is also when registers are allocated to store variables and temps.
<li>In the future, a pattern-matching code generator-generator may be
used for code generation.
Programs such as L-BURG (Bottom-Up Rewrite Generator) and Twig look for
patterns in IR trees, compute weights for subtrees and use the weights
to select the best instructions to represent the sub-tree.
<li>The emitted GPU instructions (see prog_instruction.h) are stored in a
gl_program object (see mtypes.h).
<li>When a fragment shader and vertex shader are linked (see slang_link.c)
the varying vars are matched up, uniforms are merged, and vertex
attributes are resolved (rewriting instructions as needed).
</ul>
<p>
The final vertex and fragment programs may be interpreted in software
(see prog_execute.c) or translated into a specific hardware architecture
(see drivers/dri/i915/i915_fragprog.c for example).
</p>
<h3>Code Generation Options</h3>
<p>
Internally, there are several options that control the compiler's code
generation and instruction selection.
These options are seen in the gl_shader_state struct and may be set
by the device driver to indicate its preferences:
<pre>
struct gl_shader_state
{
...
/** Driver-selectable options: */
GLboolean EmitHighLevelInstructions;
GLboolean EmitCondCodes;
GLboolean EmitComments;
};
</pre>
<ul>
<li>EmitHighLevelInstructions
<br>
This option controls instruction selection for loops and conditionals.
If the option is set high-level IF/ELSE/ENDIF, LOOP/ENDLOOP, CONT/BRK
instructions will be emitted.
Otherwise, those constructs will be implemented with BRA instructions.
</li>
<li>EmitCondCodes
<br>
If set, condition codes (ala GL_NV_fragment_program) will be used for
branching and looping.
Otherwise, ordinary registers will be used (the IF instruction will
examine the first operand's X component and do the if-part if non-zero).
This option is only relevant if EmitHighLevelInstructions is set.
</li>
<li>EmitComments
<br>
If set, instructions will be annoted with comments to help with debugging.
Extra NOP instructions will also be inserted.
</br>
</ul>
<a name="validation">
<h2>Compiler Validation</h2>
<p>
A new <a href="http://glean.sf.net" target="_parent">Glean</a> test has
been create to exercise the GLSL compiler.
</p>
<p>
The <em>glsl1</em> test runs over 150 sub-tests to check that the language
features and built-in functions work properly.
This test should be run frequently while working on the compiler to catch
regressions.
</p>
<p>
The test coverage is reasonably broad and complete but additional tests
should be added.
</p>
</BODY>
</HTML>

View File

@@ -42,7 +42,7 @@ WIDTH="88" HEIGHT="31" ALIGN="BOTTOM" ALT="Sourceforge.net" BORDER="0"></A>
<br>
<br>
<li>The Mesa CVS repository is hosted by
<li>The Mesa git repository is hosted by
<a href="http://freedesktop.org/" target="_parent">freedesktop.org</a>.
<br>
<br>

View File

@@ -27,10 +27,6 @@
#define MANGLE(x) mgl##x
#endif /*MANGLE*/
/* Internal symbols which may collide with other OpenGL implementations. */
#define __glCoreCreateContext __mglCoreCreateContext
#define __glCoreNopDispatch __mglCoreNopDispatch
/*REGENERATE_TO_END-----------ALL LINES BELOW HERE GET REPLACED ON REGENERATION */
#define glAccum MANGLE(Accum)

View File

@@ -46,9 +46,9 @@ extern "C" {
/*************************************************************/
/* Header file version number, required by OpenGL ABI for Linux */
/* glxext.h last updated 2007/02/13 */
/* glxext.h last updated 2007/04/21 */
/* Current version at http://www.opengl.org/registry/ */
#define GLX_GLXEXT_VERSION 18
#define GLX_GLXEXT_VERSION 19
#ifndef GLX_VERSION_1_3
#define GLX_WINDOW_BIT 0x00000001
@@ -386,7 +386,7 @@ typedef struct {
/* (as used in the GLX_OML_sync_control extension). */
#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L
#include <inttypes.h>
#elif defined(__sun__)
#elif defined(__sun__) || defined(__digital__)
#include <inttypes.h>
#if defined(__STDC__)
#if defined(__arch64__)

View File

@@ -38,17 +38,11 @@
#include <sys/types.h>
#ifdef CAPI
#undef CAPI
#endif
#define CAPI
#define GL_CORE_SGI 1
#define GL_CORE_MESA 2
#define GL_CORE_APPLE 4
typedef struct __GLcontextRec __GLcontext;
typedef struct __GLinterfaceRec __GLinterface;
/*
** This file defines the interface between the GL core and the surrounding
@@ -186,81 +180,4 @@ typedef struct __GLcontextModesRec {
#define GLX_TEXTURE_2D_BIT_EXT 0x00000002
#define GLX_TEXTURE_RECTANGLE_BIT_EXT 0x00000004
/************************************************************************/
/*
** Procedures which are imported by the GL from the surrounding
** "operating system". Math functions are not considered part of the
** "operating system".
*/
typedef struct __GLimportsRec {
/* Memory management */
void * (*malloc)(__GLcontext *gc, size_t size);
void *(*calloc)(__GLcontext *gc, size_t numElem, size_t elemSize);
void *(*realloc)(__GLcontext *gc, void *oldAddr, size_t newSize);
void (*free)(__GLcontext *gc, void *addr);
/* Error handling */
void (*warning)(__GLcontext *gc, char *fmt);
void (*fatal)(__GLcontext *gc, char *fmt);
/* other system calls */
char *(CAPI *getenv)(__GLcontext *gc, const char *var);
int (CAPI *atoi)(__GLcontext *gc, const char *str);
int (CAPI *sprintf)(__GLcontext *gc, char *str, const char *fmt, ...);
void *(CAPI *fopen)(__GLcontext *gc, const char *path, const char *mode);
int (CAPI *fclose)(__GLcontext *gc, void *stream);
int (CAPI *fprintf)(__GLcontext *gc, void *stream, const char *fmt, ...);
/* Drawing surface management */
void *(*getDrawablePrivate)(__GLcontext *gc);
void *(*getReadablePrivate)(__GLcontext *gc);
/* Operating system dependent data goes here */
void *other;
} __GLimports;
/************************************************************************/
/*
** Procedures which are exported by the GL to the surrounding "operating
** system" so that it can manage multiple GL context's.
*/
typedef struct __GLexportsRec {
/* Context management (return GL_FALSE on failure) */
GLboolean (*destroyContext)(__GLcontext *gc);
GLboolean (*loseCurrent)(__GLcontext *gc);
/* oldglPriv isn't used anymore, kept for backwards compatibility */
GLboolean (*makeCurrent)(__GLcontext *gc);
GLboolean (*shareContext)(__GLcontext *gc, __GLcontext *gcShare);
GLboolean (*copyContext)(__GLcontext *dst, const __GLcontext *src, GLuint mask);
GLboolean (*forceCurrent)(__GLcontext *gc);
/* Drawing surface notification callbacks */
GLboolean (*notifyResize)(__GLcontext *gc);
void (*notifyDestroy)(__GLcontext *gc);
void (*notifySwapBuffers)(__GLcontext *gc);
/* Dispatch table override control for external agents like libGLS */
struct __GLdispatchStateRec* (*dispatchExec)(__GLcontext *gc);
void (*beginDispatchOverride)(__GLcontext *gc);
void (*endDispatchOverride)(__GLcontext *gc);
} __GLexports;
/************************************************************************/
/*
** This must be the first member of a __GLcontext structure. This is the
** only part of a context that is exposed to the outside world; everything
** else is opaque.
*/
struct __GLinterfaceRec {
__GLimports imports;
__GLexports exports;
};
extern __GLcontext *__glCoreCreateContext(__GLimports *, __GLcontextModes *);
extern void __glCoreNopDispatch(void);
#endif /* __gl_core_h_ */

View File

@@ -180,6 +180,21 @@ extern XMesaContext XMesaCreateContext( XMesaVisual v,
extern void XMesaDestroyContext( XMesaContext c );
#ifdef XFree86Server
/*
* These are the extra routines required for integration with XFree86.
* None of these routines should be user visible. -KEM
*/
extern GLboolean XMesaForceCurrent( XMesaContext c );
extern GLboolean XMesaLoseCurrent( XMesaContext c );
extern GLboolean XMesaCopyContext( XMesaContext src,
XMesaContext dst,
GLuint mask );
#endif /* XFree86Server */
/*
* Create an XMesaBuffer from an X window.
*/

View File

@@ -41,6 +41,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "scrnintstr.h"
#include "pixmapstr.h"
#include "gcstruct.h"
typedef struct _XMesaImageRec XMesaImage;
@@ -123,8 +124,7 @@ do { \
do { \
/* Assumes: Images are always in ZPixmap format */ \
(void) __d; \
if (__sx || __sy) /* The non-trivial case */ \
XMesaPutImageHelper(__d,__b,__gc,__i,__sx,__sy,__x,__y,__w,__h); \
ASSERT(!__sx && !__sy); /* The SubImage case */ \
ValidateGC(__b, __gc); \
(*__gc->ops->PutImage)(__b, __gc, ((XMesaDrawable)(__b))->depth, \
__x, __y, __w, __h, 0, ZPixmap, \

View File

@@ -113,34 +113,46 @@ trackball.o: trackball.c trackball.h
$(CC) -c -I$(INCDIR) $(CFLAGS) trackball.c
extfuncs.h: $(TOP)/progs/util/extfuncs.h
cp $< .
reflect: reflect.o showbuffer.o readtex.o
$(CC) -I$(INCDIR) $(CFLAGS) reflect.o showbuffer.o readtex.o $(APP_LIB_DEPS) -o $@
$(CC) reflect.o showbuffer.o readtex.o $(APP_LIB_DEPS) -o $@
reflect.o: reflect.c showbuffer.h
$(CC) -c -I$(INCDIR) $(CFLAGS) reflect.c
shadowtex: shadowtex.o showbuffer.o
$(CC) -I$(INCDIR) $(CFLAGS) shadowtex.o showbuffer.o $(APP_LIB_DEPS) -o $@
$(CC) shadowtex.o showbuffer.o $(APP_LIB_DEPS) -o $@
shadowtex.o: shadowtex.c showbuffer.h
$(CC) -c -I$(INCDIR) $(CFLAGS) shadowtex.c
gloss: gloss.o trackball.o readtex.o
$(CC) -I$(INCDIR) $(CFLAGS) gloss.o trackball.o readtex.o $(APP_LIB_DEPS) -o $@
$(CC) gloss.o trackball.o readtex.o $(APP_LIB_DEPS) -o $@
gloss.o: gloss.c trackball.h
$(CC) -c -I$(INCDIR) $(CFLAGS) gloss.c
engine: engine.o trackball.o readtex.o
$(CC) -I$(INCDIR) $(CFLAGS) engine.o trackball.o readtex.o $(APP_LIB_DEPS) -o $@
$(CC) engine.o trackball.o readtex.o $(APP_LIB_DEPS) -o $@
engine.o: engine.c trackball.h
$(CC) -c -I$(INCDIR) $(CFLAGS) engine.c
fslight: fslight.o
$(CC) fslight.o $(APP_LIB_DEPS) -o $@
fslight.o: fslight.c extfuncs.h
$(CC) -c -I$(INCDIR) $(CFLAGS) fslight.c
clean:
-rm -f $(PROGS)
-rm -f *.o *~

View File

@@ -22,9 +22,11 @@ LIBS = GLUT32.LIB OPENGL32.LIB
all: OPENGL32.DLL GLU32.DLL GLUT32.DLL \
readtex.h readtex.c showbuffer.h showbuffer.c \
extfuncs.h trackball.h trackball.c \
arbfplight.exe arbfslight.exe arbocclude.exe bounce.exe \
clearspd.exe cubemap.exe drawpix.exe fire.exe fogcoord.exe \
fplight.exe gamma.exe gearbox.exe \
clearspd.exe cubemap.exe drawpix.exe engine.exe \
fire.exe fogcoord.exe \
fplight.exe fslight.exe gamma.exe gearbox.exe \
gears.exe geartrain.exe gloss.exe \
glinfo.exe glslnoise.exe \
gltestperf.exe glutfx.exe ipers.exe isosurf.exe lodbias.exe \
@@ -42,14 +44,16 @@ bounce.exe: bounce.obj
clearspd.exe: clearspd.obj
cubemap.exe: cubemap.obj readtex.obj
drawpix.exe: drawpix.obj readtex.obj
engine.exe: engine.obj readtex.obj trackball.obj
fire.exe: fire.obj readtex.obj
fogcoord.exe: fogcoord.obj readtex.obj
fplight.exe: fplight.obj
fslight.exe: fslight.obj
gamma.exe: gamma.obj
gearbox.exe: gearbox.obj
gears.exe: gears.obj
geartrain.exe: geartrain.obj
gloss.exe: gloss.obj readtex.obj
gloss.exe: gloss.obj readtex.obj trackball.obj
glinfo.exe: glinfo.obj
glslnoise.exe: glslnoise.obj
gltestperf.exe: gltestperf.obj
@@ -105,14 +109,23 @@ showbuffer.c: $(TOP)\progs\util\showbuffer.c
showbuffer.h: $(TOP)\progs\util\showbuffer.h
copy $** .
trackball.c: $(TOP)\progs\util\trackball.c
copy $** .
trackball.h: $(TOP)\progs\util\trackball.h
copy $** .
extfuncs.h: $(TOP)\progs\util\extfuncs.h
copy $** .
.obj.exe:
$(link) $(ldebug) -out:$@ $** /LIBPATH:$(LIBDIR) $(LIBS)
.c.obj:
$(cc) $(cdebug) $(cflags) $(cvars) /I$(INCDIR) $*.c
$(cc) $(cdebug) $(cflags) $(cvars) -D_USE_MATH_DEFINES /I$(INCDIR) $*.c
clean::
del *.obj *.exe readtex.* showbuffer.*
del *.obj *.exe readtex.* showbuffer.* trackball.*
clobber::

View File

@@ -24,6 +24,7 @@ static GLuint VertProg;
static GLboolean Anim = GL_TRUE;
static GLboolean Wire = GL_FALSE;
static GLboolean PixelLight = GL_TRUE;
static GLint Win;
static GLint T0 = 0;
static GLint Frames = 0;
@@ -148,6 +149,7 @@ static void Key( unsigned char key, int x, int y )
case 27:
glDeleteProgramsARB_func(1, &VertProg);
glDeleteProgramsARB_func(1, &FragProg);
glutDestroyWindow(Win);
exit(0);
break;
}
@@ -382,7 +384,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 200, 200 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
Win = glutCreateWindow(argv[0]);
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );

View File

@@ -62,7 +62,7 @@ static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL;
static void normalize (GLfloat *dst, const GLfloat *src)
{
GLfloat len = sqrtf (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
dst[0] = src[0] / len;
dst[1] = src[1] / len;
dst[2] = src[2] / len;

View File

@@ -7,151 +7,136 @@
* Daniel Borca
*/
#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include "readtex.h"
#define DEPTH 5.0f
#define TEXTURE_FILE "../images/bw.rgb"
static PFNGLFOGCOORDFEXTPROC glFogCoordf_ext;
static PFNGLFOGCOORDPOINTEREXTPROC glFogCoordPointer_ext;
#define ARRAYS 0 /* use glDrawElements */
#define VERBOSE 1 /* tell me what happens */
#define DEPTH 15.0f
#if !defined(GLAPIENTRYP)
# define GLAPIENTRYP *
#endif
typedef void (GLAPIENTRYP GLFOGCOORDFEXTPROC) (GLfloat f);
typedef void (GLAPIENTRYP GLFOGCOORDPOINTEREXTPROC) (GLenum, GLsizei, const GLvoid *);
static GLFOGCOORDFEXTPROC glFogCoordf_ext;
#if ARRAYS
static GLFOGCOORDPOINTEREXTPROC glFogCoordPointer_ext;
#endif
static GLboolean have_fog_coord;
static GLfloat camz;
static GLuint texture[1];
static GLint fogMode;
static GLboolean fogCoord;
static GLfloat fogDensity = 0.75;
static GLfloat fogStart = 1.0, fogEnd = 40.0;
static GLfloat fogStart = 1.0, fogEnd = DEPTH;
static GLfloat fogColor[4] = {0.6f, 0.3f, 0.0f, 1.0f};
static const char *ModeStr = NULL;
static GLboolean Arrays = GL_FALSE;
static GLboolean Texture = GL_TRUE;
static void APIENTRY glFogCoordf_nop (GLfloat f)
static void
Reset(void)
{
fogMode = 1;
fogCoord = 1;
fogDensity = 0.75;
fogStart = 1.0;
fogEnd = DEPTH;
Arrays = GL_FALSE;
Texture = GL_TRUE;
}
static void APIENTRY
glFogCoordf_nop (GLfloat f)
{
(void)f;
}
static int BuildTexture (const char *filename, GLuint texid[])
static void
PrintString(const char *s)
{
GLubyte *tex_data;
GLenum tex_format;
GLint tex_width, tex_height;
tex_data = LoadRGBImage(filename, &tex_width, &tex_height, &tex_format);
if (tex_data == NULL) {
return -1;
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
s++;
}
{
GLint tex_max;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &tex_max);
if ((tex_width > tex_max) || (tex_height > tex_max)) {
return -1;
}
}
glGenTextures(1, texid);
glBindTexture(GL_TEXTURE_2D, texid[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, tex_format, tex_width, tex_height, 0,
tex_format, GL_UNSIGNED_BYTE, tex_data);
return 0;
}
static int SetFogMode (GLint fogMode)
static void
PrintInfo(void)
{
char s[100];
glDisable(GL_FOG);
glColor3f(0, 1, 1);
sprintf(s, "Mode(m): %s Start(s/S): %g End(e/E): %g Density(d/D): %g",
ModeStr, fogStart, fogEnd, fogDensity);
glWindowPos2iARB(5, 20);
PrintString(s);
sprintf(s, "Arrays(a): %s glFogCoord(c): %s EyeZ(z/z): %g",
(Arrays ? "Yes" : "No"),
(fogCoord ? "Yes" : "No"),
camz);
glWindowPos2iARB(5, 5);
PrintString(s);
}
static int
SetFogMode(GLint fogMode)
{
fogMode &= 3;
switch (fogMode) {
case 0:
ModeStr = "Off";
glDisable(GL_FOG);
#if VERBOSE
printf("fog(disable)\n");
#endif
break;
case 1:
ModeStr = "GL_LINEAR";
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, fogStart);
glFogf(GL_FOG_END, fogEnd);
#if VERBOSE
printf("fog(GL_LINEAR, %.2f, %.2f)\n", fogStart, fogEnd);
#endif
break;
case 2:
ModeStr = "GL_EXP";
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP);
glFogf(GL_FOG_DENSITY, fogDensity);
#if VERBOSE
printf("fog(GL_EXP, %.2f)\n", fogDensity);
#endif
break;
case 3:
ModeStr = "GL_EXP2";
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, fogDensity);
#if VERBOSE
printf("fog(GL_EXP2, %.2f)\n", fogDensity);
#endif
break;
}
return fogMode;
}
static GLboolean SetFogCoord (GLboolean fogCoord)
static GLboolean
SetFogCoord(GLboolean fogCoord)
{
glFogCoordf_ext = glFogCoordf_nop;
if (!have_fog_coord) {
#if VERBOSE
printf("fog(GL_FRAGMENT_DEPTH_EXT)%s\n", fogCoord ? " EXT_fog_coord not available!" : "");
#endif
return GL_FALSE;
}
if (fogCoord) {
glFogCoordf_ext = (GLFOGCOORDFEXTPROC)glutGetProcAddress("glFogCoordfEXT");
glFogCoordf_ext = (PFNGLFOGCOORDFEXTPROC)glutGetProcAddress("glFogCoordfEXT");
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
#if VERBOSE
printf("fog(GL_FOG_COORDINATE_EXT)\n");
#endif
} else {
}
else {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
#if VERBOSE
printf("fog(GL_FRAGMENT_DEPTH_EXT)\n");
#endif
}
return fogCoord;
}
#if ARRAYS
/* could reuse vertices */
static GLuint vertex_index[] = {
/* Back */
@@ -172,19 +157,19 @@ static GLuint vertex_index[] = {
static GLfloat vertex_pointer[][3] = {
/* Back */
{-2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH}, { 2.5f, 2.5f,-DEPTH}, {-2.5f, 2.5f,-DEPTH},
{-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, {-1.0f, 1.0f,-DEPTH},
/* Floor */
{-2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH}, { 2.5f,-2.5f, DEPTH}, {-2.5f,-2.5f, DEPTH},
{-1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH}, { 1.0f,-1.0f, 0.0}, {-1.0f,-1.0f, 0.0},
/* Roof */
{-2.5f, 2.5f,-DEPTH}, { 2.5f, 2.5f,-DEPTH}, { 2.5f, 2.5f, DEPTH}, {-2.5f, 2.5f, DEPTH},
{-1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f,-DEPTH}, { 1.0f, 1.0f, 0.0}, {-1.0f, 1.0f, 0.0},
/* Right */
{ 2.5f,-2.5f, DEPTH}, { 2.5f, 2.5f, DEPTH}, { 2.5f, 2.5f,-DEPTH}, { 2.5f,-2.5f,-DEPTH},
{ 1.0f,-1.0f, 0.0}, { 1.0f, 1.0f, 0.0}, { 1.0f, 1.0f,-DEPTH}, { 1.0f,-1.0f,-DEPTH},
/* Left */
{-2.5f,-2.5f, DEPTH}, {-2.5f, 2.5f, DEPTH}, {-2.5f, 2.5f,-DEPTH}, {-2.5f,-2.5f,-DEPTH}
{-1.0f,-1.0f, 0.0}, {-1.0f, 1.0f, 0.0}, {-1.0f, 1.0f,-DEPTH}, {-1.0f,-1.0f,-DEPTH}
};
static GLfloat texcoord_pointer[][2] = {
@@ -192,118 +177,139 @@ static GLfloat texcoord_pointer[][2] = {
{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
/* Floor */
{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, DEPTH}, {0.0f, DEPTH},
/* Roof */
{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
{1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, DEPTH}, {1.0f, DEPTH},
/* Right */
{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f},
{0.0f, 1.0f}, {0.0f, 0.0f}, {DEPTH, 0.0f}, {DEPTH, 1.0f},
/* Left */
{0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}
{0.0f, 0.0f}, {0.0f, 1.0f}, {DEPTH, 1.0f}, {DEPTH, 0.0f}
};
static GLfloat fogcoord_pointer[][1] = {
static GLfloat fogcoord_pointer[] = {
/* Back */
{1.0f}, {1.0f}, {1.0f}, {1.0f},
DEPTH, DEPTH, DEPTH, DEPTH,
/* Floor */
{1.0f}, {1.0f}, {0.0f}, {0.0f},
DEPTH, DEPTH, 0.0, 0.0,
/* Roof */
{1.0f}, {1.0f}, {0.0f}, {0.0f},
DEPTH, DEPTH, 0.0, 0.0,
/* Right */
{0.0f}, {0.0f}, {1.0f}, {1.0f},
0.0, 0.0, DEPTH, DEPTH,
/* Left */
{0.0f}, {0.0f}, {1.0f}, {1.0f}
0.0, 0.0, DEPTH, DEPTH
};
#endif
static void Display( void )
static void
Display( void )
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity ();
glTranslatef(0.0f, 0.0f, camz);
glTranslatef(0.0f, 0.0f, -camz);
#if ARRAYS
glDrawElements(GL_QUADS, sizeof(vertex_index) / sizeof(vertex_index[0]), GL_UNSIGNED_INT, vertex_index);
#else
/* Back */
glBegin(GL_QUADS);
glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
glEnd();
SetFogMode(fogMode);
/* Floor */
glBegin(GL_QUADS);
glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f,-2.5f, DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f,-2.5f, DEPTH);
glEnd();
glColor3f(1, 1, 1);
/* Roof */
glBegin(GL_QUADS);
glFogCoordf_ext(1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f, DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, DEPTH);
glEnd();
if (Texture)
glEnable(GL_TEXTURE_2D);
/* Right */
glBegin(GL_QUADS);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.5f,-2.5f, DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.5f, 2.5f, DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-DEPTH);
glEnd();
if (Arrays) {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_QUADS, sizeof(vertex_index) / sizeof(vertex_index[0]),
GL_UNSIGNED_INT, vertex_index);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
else {
/* Back */
glBegin(GL_QUADS);
glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
glEnd();
/* Left */
glBegin(GL_QUADS);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f, DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-DEPTH);
glFogCoordf_ext(1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-DEPTH);
glEnd();
#endif
/* Floor */
glBegin(GL_QUADS);
glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f( 1.0f,-1.0f,0.0);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f(-1.0f,-1.0f,0.0);
glEnd();
/* Roof */
glBegin(GL_QUADS);
glFogCoordf_ext(DEPTH); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, DEPTH); glVertex3f( 1.0f, 1.0f,0.0);
glFogCoordf_ext(0.0f); glTexCoord2f(1.0f, DEPTH); glVertex3f(-1.0f, 1.0f,0.0);
glEnd();
/* Right */
glBegin(GL_QUADS);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,-1.0f,0.0);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f,0.0);
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f( 1.0f, 1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f( 1.0f,-1.0f,-DEPTH);
glEnd();
/* Left */
glBegin(GL_QUADS);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f,0.0);
glFogCoordf_ext(0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f,0.0);
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 1.0f); glVertex3f(-1.0f, 1.0f,-DEPTH);
glFogCoordf_ext(DEPTH); glTexCoord2f(DEPTH, 0.0f); glVertex3f(-1.0f,-1.0f,-DEPTH);
glEnd();
}
glDisable(GL_TEXTURE_2D);
PrintInfo();
glutSwapBuffers();
}
static void Reshape( int width, int height )
static void
Reshape( int width, int height )
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)(width)/(GLfloat)(height), 0.1f, 100.0f);
glFrustum(-1, 1, -1, 1, 1.0, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void Key( unsigned char key, int x, int y )
static void
Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 'a':
Arrays = !Arrays;
break;
case 'f':
case 'm':
fogMode = SetFogMode(fogMode + 1);
break;
case '+':
if (fogDensity < 1.0) {
fogDensity += 0.05;
}
case 'D':
fogDensity += 0.05;
SetFogMode(fogMode);
break;
case '-':
case 'd':
if (fogDensity > 0.0) {
fogDensity -= 0.05;
}
@@ -311,31 +317,43 @@ static void Key( unsigned char key, int x, int y )
break;
case 's':
if (fogStart > 0.0) {
fogStart -= 1.0;
fogStart -= 0.25;
}
SetFogMode(fogMode);
break;
case 'S':
if (fogStart < fogEnd) {
fogStart += 1.0;
if (fogStart < 100.0) {
fogStart += 0.25;
}
SetFogMode(fogMode);
break;
case 'e':
if (fogEnd > fogStart) {
fogEnd -= 1.0;
if (fogEnd > 0.0) {
fogEnd -= 0.25;
}
SetFogMode(fogMode);
break;
case 'E':
if (fogEnd < 100.0) {
fogEnd += 1.0;
fogEnd += 0.25;
}
SetFogMode(fogMode);
break;
case 'c':
fogCoord = SetFogCoord(fogCoord ^ GL_TRUE);
break;
case 't':
Texture = !Texture;
break;
case 'z':
camz -= 0.1;
break;
case 'Z':
camz += 0.1;
break;
case 'r':
Reset();
break;
case 27:
exit(0);
break;
@@ -344,37 +362,28 @@ static void Key( unsigned char key, int x, int y )
}
static void SpecialKey( int key, int x, int y )
static void
Init(void)
{
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
if (camz < (DEPTH - 1.0)) {
camz += 1.0f;
}
break;
case GLUT_KEY_DOWN:
if (camz > -19.0) {
camz -= 1.0f;
}
break;
}
glutPostRedisplay();
}
static const GLubyte teximage[2][2][4] = {
{ { 255, 255, 255, 255}, { 128, 128, 128, 255} },
{ { 128, 128, 128, 255}, { 255, 255, 255, 255} }
};
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
static void Init( void )
{
have_fog_coord = glutExtensionSupported("GL_EXT_fog_coord");
if (BuildTexture(TEXTURE_FILE, texture) == -1) {
exit(1);
if (!have_fog_coord) {
printf("GL_EXT_fog_coord not supported!\n");
}
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
GL_RGBA, GL_UNSIGNED_BYTE, teximage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
@@ -383,11 +392,8 @@ static void Init( void )
glFogfv(GL_FOG_COLOR, fogColor);
glHint(GL_FOG_HINT, GL_NICEST);
fogCoord = SetFogCoord(GL_TRUE); /* try to enable fog_coord */
fogMode = SetFogMode(2); /* GL_EXP */
fogMode = SetFogMode(1);
camz = -19.0f;
#if ARRAYS
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex_pointer);
@@ -395,24 +401,24 @@ static void Init( void )
glTexCoordPointer(2, GL_FLOAT, 0, texcoord_pointer);
if (have_fog_coord) {
glFogCoordPointer_ext = (GLFOGCOORDPOINTEREXTPROC)glutGetProcAddress("glFogCoordPointerEXT");
glFogCoordPointer_ext = (PFNGLFOGCOORDPOINTEREXTPROC)glutGetProcAddress("glFogCoordPointerEXT");
glEnableClientState(GL_FOG_COORDINATE_ARRAY_EXT);
glFogCoordPointer_ext(GL_FLOAT, 0, fogcoord_pointer);
}
#endif
Reset();
}
int main( int argc, char *argv[] )
int
main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 640, 480 );
glutInitWindowSize( 600, 600 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
Init();
glutMainLoop();

View File

@@ -24,7 +24,7 @@ static GLuint VertProg;
static GLboolean Anim = GL_TRUE;
static GLboolean Wire = GL_FALSE;
static GLboolean PixelLight = GL_TRUE;
static GLint Win;
static GLfloat Xrot = 0, Yrot = 0;
@@ -136,8 +136,8 @@ static void Key( unsigned char key, int x, int y )
}
break;
case 27:
glutDestroyWindow(Win);
exit(0);
break;
}
glutPostRedisplay();
}
@@ -272,7 +272,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 200, 200 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
Win = glutCreateWindow(argv[0]);
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );

View File

@@ -20,20 +20,30 @@
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
#define TEXTURE 0
static GLint CoordAttrib = 0;
static char *FragProgFile = NULL;
static char *VertProgFile = NULL;
static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
static GLfloat delta = 1.0f;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint uLightPos;
static GLint uDiffuse;
static GLint uSpecular;
static GLint uTexture;
static GLuint SphereList, RectList, CurList;
static GLint win = 0;
static GLboolean anim = GL_TRUE;
static GLboolean wire = GL_FALSE;
@@ -42,58 +52,47 @@ static GLboolean pixelLight = GL_TRUE;
static GLint t0 = 0;
static GLint frames = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f;
static PFNGLCREATESHADERPROC glCreateShader_func = NULL;
static PFNGLSHADERSOURCEPROC glShaderSource_func = NULL;
static PFNGLGETSHADERSOURCEPROC glGetShaderSource_func = NULL;
static PFNGLCOMPILESHADERPROC glCompileShader_func = NULL;
static PFNGLCREATEPROGRAMPROC glCreateProgram_func = NULL;
static PFNGLDELETEPROGRAMPROC glDeleteProgram_func = NULL;
static PFNGLDELETESHADERPROC glDeleteShader_func = NULL;
static PFNGLATTACHSHADERPROC glAttachShader_func = NULL;
static PFNGLLINKPROGRAMPROC glLinkProgram_func = NULL;
static PFNGLUSEPROGRAMPROC glUseProgram_func = NULL;
static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_func = NULL;
static PFNGLISPROGRAMPROC glIsProgram_func = NULL;
static PFNGLISSHADERPROC glIsShader_func = NULL;
static PFNGLUNIFORM3FVPROC glUniform3fv_func = NULL;
static PFNGLUNIFORM3FVPROC glUniform4fv_func = NULL;
static GLfloat xRot = 90.0f, yRot = 0.0f;
static void
normalize(GLfloat *dst, const GLfloat *src)
{
GLfloat len = sqrtf(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
dst[0] = src[0] / len;
dst[1] = src[1] / len;
dst[2] = src[2] / len;
dst[3] = src[3];
}
static void
Redisplay(void)
{
GLfloat vec[4];
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* update light position */
normalize(vec, lightPos);
glLightfv(GL_LIGHT0, GL_POSITION, vec);
if (pixelLight) {
GLfloat vec[3];
glUseProgram_func(program);
normalize(vec, lightPos);
glUniform3fv_func(uLightPos, 1, vec);
glDisable(GL_LIGHTING);
}
else {
glUseProgram_func(0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHTING);
}
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
/*
glutSolidSphere(2.0, 10, 5);
*/
glCallList(CurList);
glPopMatrix();
glutSwapBuffers();
@@ -174,6 +173,12 @@ Key(unsigned char key, int x, int y)
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 'o':
if (CurList == SphereList)
CurList = RectList;
else
CurList = SphereList;
break;
case 'p':
pixelLight = !pixelLight;
if (pixelLight)
@@ -216,17 +221,249 @@ SpecialKey(int key, int x, int y)
}
static void
TestFunctions(void)
{
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
{
GLfloat pos[3];
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
printf("Light pos %g %g %g\n", pos[0], pos[1], pos[2]);
}
{
GLfloat m[16], result[16];
GLint mPos;
int i;
for (i = 0; i < 16; i++)
m[i] = (float) i;
mPos = glGetUniformLocation_func(program, "m");
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
glUniformMatrix4fv_func(mPos, 1, GL_FALSE, m);
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
glGetUniformfv_func(program, mPos, result);
printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
for (i = 0; i < 16; i++) {
printf("%8g %8g\n", m[i], result[i]);
}
}
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
/* attached shaders */
{
GLuint shaders[20];
GLsizei count;
int i;
glGetAttachedShaders_func(program, 20, &count, shaders);
for (i = 0; i < count; i++) {
printf("Attached: %u\n", shaders[i]);
assert(shaders[i] == fragShader ||
shaders[i] == vertShader);
}
}
{
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(vertShader, 1000, &len, log);
printf("Vert Shader Info Log: %s\n", log);
glGetShaderInfoLog_func(fragShader, 1000, &len, log);
printf("Frag Shader Info Log: %s\n", log);
glGetProgramInfoLog_func(program, 1000, &len, log);
printf("Program Info Log: %s\n", log);
}
}
#if TEXTURE
static void
MakeTexture(void)
{
#define SZ0 64
#define SZ1 32
GLubyte image0[SZ0][SZ0][SZ0][4];
GLubyte image1[SZ1][SZ1][SZ1][4];
GLuint i, j, k;
/* level 0: two-tone gray checkboard */
for (i = 0; i < SZ0; i++) {
for (j = 0; j < SZ0; j++) {
for (k = 0; k < SZ0; k++) {
if ((i/8 + j/8 + k/8) & 1) {
image0[i][j][k][0] =
image0[i][j][k][1] =
image0[i][j][k][2] = 200;
}
else {
image0[i][j][k][0] =
image0[i][j][k][1] =
image0[i][j][k][2] = 100;
}
image0[i][j][k][3] = 255;
}
}
}
/* level 1: two-tone green checkboard */
for (i = 0; i < SZ1; i++) {
for (j = 0; j < SZ1; j++) {
for (k = 0; k < SZ1; k++) {
if ((i/8 + j/8 + k/8) & 1) {
image1[i][j][k][0] = 0;
image1[i][j][k][1] = 250;
image1[i][j][k][2] = 0;
}
else {
image1[i][j][k][0] = 0;
image1[i][j][k][1] = 200;
image1[i][j][k][2] = 0;
}
image1[i][j][k][3] = 255;
}
}
}
glActiveTexture(GL_TEXTURE2); /* unit 2 */
glBindTexture(GL_TEXTURE_2D, 42);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image0);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE4); /* unit 4 */
glBindTexture(GL_TEXTURE_3D, 43);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image0);
glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
#endif
static void
MakeSphere(void)
{
GLUquadricObj *obj = gluNewQuadric();
SphereList = glGenLists(1);
gluQuadricTexture(obj, GL_TRUE);
glNewList(SphereList, GL_COMPILE);
gluSphere(obj, 2.0f, 10, 5);
glEndList();
}
static void
VertAttrib(GLint index, float x, float y)
{
#if 1
glVertexAttrib2f_func(index, x, y);
#else
glTexCoord2f(x, y);
#endif
}
static void
MakeRect(void)
{
RectList = glGenLists(1);
glNewList(RectList, GL_COMPILE);
glNormal3f(0, 0, 1);
glBegin(GL_POLYGON);
VertAttrib(CoordAttrib, 0, 0); glVertex2f(-2, -2);
VertAttrib(CoordAttrib, 1, 0); glVertex2f( 2, -2);
VertAttrib(CoordAttrib, 1, 1); glVertex2f( 2, 2);
VertAttrib(CoordAttrib, 0, 1); glVertex2f(-2, 2);
glEnd(); /* XXX omit this and crash! */
glEndList();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
exit(1);
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("fslight: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
}
static void
Init(void)
{
static const char *fragShaderText =
"uniform vec3 lightPos;\n"
"uniform vec4 diffuse;\n"
"uniform vec4 specular;\n"
"varying vec3 normal;\n"
"void main() {\n"
" // Compute dot product of light direction and normal vector\n"
" float dotProd = max(dot(lightPos, normalize(normal)), 0.0);\n"
" float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
" normalize(normal)), 0.0);\n"
" // Compute diffuse and specular contributions\n"
" gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0);\n"
"}\n";
@@ -236,53 +473,63 @@ Init(void)
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" normal = gl_NormalMatrix * gl_Normal;\n"
"}\n";
const char *version;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
printf("This program requires OpenGL 2.x, found %s\n", version);
exit(1);
}
glCreateShader_func = (PFNGLCREATESHADERPROC) glutGetProcAddress("glCreateShader");
glDeleteShader_func = (PFNGLDELETESHADERPROC) glutGetProcAddress("glDeleteShader");
glDeleteProgram_func = (PFNGLDELETEPROGRAMPROC) glutGetProcAddress("glDeleteProgram");
glShaderSource_func = (PFNGLSHADERSOURCEPROC) glutGetProcAddress("glShaderSource");
glGetShaderSource_func = (PFNGLGETSHADERSOURCEPROC) glutGetProcAddress("glGetShaderSource");
glCompileShader_func = (PFNGLCOMPILESHADERPROC) glutGetProcAddress("glCompileShader");
glCreateProgram_func = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress("glCreateProgram");
glAttachShader_func = (PFNGLATTACHSHADERPROC) glutGetProcAddress("glAttachShader");
glLinkProgram_func = (PFNGLLINKPROGRAMPROC) glutGetProcAddress("glLinkProgram");
glUseProgram_func = (PFNGLUSEPROGRAMPROC) glutGetProcAddress("glUseProgram");
glGetUniformLocation_func = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress("glGetUniformLocation");
glIsProgram_func = (PFNGLISPROGRAMPROC) glutGetProcAddress("glIsProgram");
glIsShader_func = (PFNGLISSHADERPROC) glutGetProcAddress("glIsShader");
glUniform3fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform3fv");
glUniform4fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform4fv");
GetExtensionFuncs();
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
glShaderSource_func(fragShader, 1, &fragShaderText, NULL);
glCompileShader_func(fragShader);
if (FragProgFile)
ReadShader(fragShader, FragProgFile);
else
LoadAndCompileShader(fragShader, fragShaderText);
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
glShaderSource_func(vertShader, 1, &vertShaderText, NULL);
glCompileShader_func(vertShader);
if (VertProgFile)
ReadShader(vertShader, VertProgFile);
else
LoadAndCompileShader(vertShader, vertShaderText);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
uLightPos = glGetUniformLocation_func(program, "lightPos");
uDiffuse = glGetUniformLocation_func(program, "diffuse");
uSpecular = glGetUniformLocation_func(program, "specular");
uTexture = glGetUniformLocation_func(program, "texture");
printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
uDiffuse, uSpecular, uTexture);
glUniform4fv_func(uDiffuse, 1, diffuse);
glUniform4fv_func(uSpecular, 1, specular);
/* assert(glGetError() == 0);*/
glUniform1i_func(uTexture, 2); /* use texture unit 2 */
/*assert(glGetError() == 0);*/
if (CoordAttrib) {
int i;
glBindAttribLocation_func(program, CoordAttrib, "coord");
i = glGetAttribLocation_func(program, "coord");
assert(i >= 0);
if (i != CoordAttrib) {
printf("Hmmm, NVIDIA bug?\n");
CoordAttrib = i;
}
else {
printf("Mesa bind attrib: coord = %d\n", i);
}
}
/*assert(glGetError() == 0);*/
glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
glEnable(GL_DEPTH_TEST);
@@ -292,11 +539,20 @@ Init(void)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
MakeSphere();
MakeRect();
CurList = SphereList;
#if TEXTURE
MakeTexture();
#endif
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
printf("Press p to toggle between per-pixel and per-vertex lighting\n");
/* test glGetShaderSource() */
{
if (0) {
GLsizei len = strlen(fragShaderText) + 1;
GLsizei lenOut;
GLchar *src =(GLchar *) malloc(len * sizeof(GLchar));
@@ -310,6 +566,37 @@ Init(void)
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
/* for testing state vars */
{
static GLfloat fc[4] = { 1, 1, 0, 0 };
static GLfloat amb[4] = { 1, 0, 1, 0 };
glFogfv(GL_FOG_COLOR, fc);
glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
}
#if 0
TestFunctions();
#else
(void) TestFunctions;
#endif
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
@@ -327,8 +614,10 @@ main(int argc, char *argv[])
glutDisplayFunc(Redisplay);
if (anim)
glutIdleFunc(Idle);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}

View File

@@ -296,14 +296,27 @@ RenderShadowMap(void)
0, 1, 0); /* up */
if (UseFBO) {
GLenum fbo_status;
glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
ShadowTexWidth, ShadowTexHeight, 0,
depthFormat, depthType, NULL);
/* Set the filter mode so that the texture is texture-complete.
* Otherwise it will cause the framebuffer to fail the framebuffer
* completeness test.
*/
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
== GL_FRAMEBUFFER_COMPLETE_EXT);
fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT) {
fprintf(stderr, "FBO not complete! status = 0x%04x\n", fbo_status);
assert(fbo_status == GL_FRAMEBUFFER_COMPLETE_EXT);
}
}
assert(!glIsEnabled(GL_TEXTURE_1D));

View File

@@ -4,10 +4,10 @@
* Updated for GLU 1.3 tessellation by Gareth Hughes <gareth@valinux.com>
*/
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#define MAX_POINTS 256
#define MAX_CONTOURS 32

View File

@@ -0,0 +1,36 @@
//
// Fragment shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 BrickColor, MortarColor;
uniform vec2 BrickSize;
uniform vec2 BrickPct;
varying vec2 MCposition;
varying float LightIntensity;
void main()
{
vec3 color;
vec2 position, useBrick;
position = MCposition / BrickSize;
if (fract(position.y * 0.5) > 0.5)
position.x += 0.5;
position = fract(position);
useBrick = step(position, BrickPct);
color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y);
color *= LightIntensity;
gl_FragColor = vec4(color, 1.0);
}

View File

@@ -0,0 +1,41 @@
//
// Vertex shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
const float SpecularContribution = 0.3;
const float DiffuseContribution = 1.0 - SpecularContribution;
varying float LightIntensity;
varying vec2 MCposition;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPosition);
vec3 reflectVec = reflect(-lightVec, tnorm);
vec3 viewVec = normalize(-ecPosition);
float diffuse = max(dot(lightVec, tnorm), 0.0);
float spec = 0.0;
if (diffuse > 0.0)
{
spec = max(dot(reflectVec, viewVec), 0.0);
spec = pow(spec, 16.0);
}
LightIntensity = DiffuseContribution * diffuse +
SpecularContribution * spec;
MCposition = gl_Vertex.xy;
gl_Position = ftransform();
}

View File

@@ -0,0 +1,41 @@
//
// Fragment shader for procedural bumps
//
// Authors: John Kessenich, Randi Rost
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 LightDir;
varying vec3 EyeDir;
uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
uniform float BumpDensity; // = 16.0
uniform float BumpSize; // = 0.15
uniform float SpecularFactor; // = 0.5
void main()
{
vec3 litColor;
vec2 c = BumpDensity * gl_TexCoord[0].st;
vec2 p = fract(c) - vec2(0.5);
float d, f;
d = p.x * p.x + p.y * p.y;
f = 1.0 / sqrt(d + 1.0);
if (d >= BumpSize)
{ p = vec2(0.0); f = 1.0; }
vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
vec3 reflectDir = reflect(LightDir, normDelta);
float spec = max(dot(EyeDir, reflectDir), 0.0);
spec *= SpecularFactor;
litColor = min(litColor + spec, vec3(1.0));
gl_FragColor = vec4(litColor, 1.0);
}

View File

@@ -0,0 +1,38 @@
//
// Vertex shader for procedural bumps
//
// Authors: Randi Rost, John Kessenich
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 LightDir;
varying vec3 EyeDir;
uniform vec3 LightPosition;
attribute vec3 Tangent;
void main()
{
EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * Tangent);
vec3 b = cross(n, t);
vec3 v;
v.x = dot(LightPosition, t);
v.y = dot(LightPosition, b);
v.z = dot(LightPosition, n);
LightDir = normalize(v);
v.x = dot(EyeDir, t);
v.y = dot(EyeDir, b);
v.z = dot(EyeDir, n);
EyeDir = normalize(v);
}

View File

@@ -0,0 +1,75 @@
//
// Fragment shader for procedurally generated toy ball
//
// Author: Bill Licea-Kane
//
// Copyright (c) 2002-2003 ATI Research
//
// See ATI-License.txt for license information
//
varying vec4 ECposition; // surface position in eye coordinates
varying vec4 ECballCenter; // ball center in eye coordinates
uniform vec4 LightDir; // light direction, should be normalized
uniform vec4 HVector; // reflection vector for infinite light source
uniform vec4 SpecularColor;
uniform vec4 Red, Yellow, Blue;
uniform vec4 HalfSpace0; // half-spaces used to define star pattern
uniform vec4 HalfSpace1;
uniform vec4 HalfSpace2;
uniform vec4 HalfSpace3;
uniform vec4 HalfSpace4;
uniform float InOrOutInit; // = -3
uniform float StripeWidth; // = 0.3
uniform float FWidth; // = 0.005
void main()
{
vec4 normal; // Analytically computed normal
vec4 p; // Point in shader space
vec4 surfColor; // Computed color of the surface
float intensity; // Computed light intensity
vec4 distance; // Computed distance values
float inorout; // Counter for computing star pattern
p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p
p.w = 1.0;
inorout = InOrOutInit; // initialize inorout to -3
distance[0] = dot(p, HalfSpace0);
distance[1] = dot(p, HalfSpace1);
distance[2] = dot(p, HalfSpace2);
distance[3] = dot(p, HalfSpace3);
distance = smoothstep(-FWidth, FWidth, distance);
inorout += dot(distance, vec4(1.0));
distance.x = dot(p, HalfSpace4);
distance.y = StripeWidth - abs(p.z);
distance = smoothstep(-FWidth, FWidth, distance);
inorout += distance.x;
inorout = clamp(inorout, 0.0, 1.0);
surfColor = mix(Yellow, Red, inorout);
surfColor = mix(surfColor, Blue, distance.y);
// normal = point on surface for sphere at (0,0,0)
normal = p;
// Per fragment diffuse lighting
intensity = 0.2; // ambient
intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0);
surfColor *= intensity;
// Per fragment specular lighting
intensity = clamp(dot(HVector, normal), 0.0, 1.0);
intensity = pow(intensity, SpecularColor.a);
surfColor += SpecularColor * intensity;
gl_FragColor = surfColor;
}

View File

@@ -0,0 +1,24 @@
//
// Fragment shader for procedurally generated toy ball
//
// Author: Bill Licea-Kane
//
// Copyright (c) 2002-2003 ATI Research
//
// See ATI-License.txt for license information
//
varying vec4 ECposition; // surface position in eye coordinates
varying vec4 ECballCenter; // ball center in eye coordinates
uniform vec4 BallCenter; // ball center in modelling coordinates
void main()
{
//orig: ECposition = gl_ModelViewMatrix * gl_Vertex;
ECposition = gl_TextureMatrix[0] * gl_Vertex;
ECposition = gl_ModelViewMatrix * ECposition;
ECballCenter = gl_ModelViewMatrix * BallCenter;
gl_Position = ftransform();
}

View File

@@ -0,0 +1,55 @@
//
// Fragment shader for drawing the Mandelbrot set
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Michael Rivero
//
// Copyright (c) 2002-2005: 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 Position;
varying float LightIntensity;
uniform float MaxIterations;
uniform float Zoom;
uniform float Xcenter;
uniform float Ycenter;
uniform vec3 InnerColor;
uniform vec3 OuterColor1;
uniform vec3 OuterColor2;
void main()
{
float real = Position.x * Zoom + Xcenter;
float imag = Position.y * Zoom + Ycenter;
float Creal = real; // Change this line...
float Cimag = imag; // ...and this one to get a Julia set
float r2 = 0.0;
float iter;
// for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter)
{
float tempreal = real;
real = (tempreal * tempreal) - (imag * imag) + Creal;
imag = 2.0 * tempreal * imag + Cimag;
r2 = (real * real) + (imag * imag);
}
// Base the color on the number of iterations
vec3 color;
if (r2 < 4.0)
color = InnerColor;
else
color = mix(OuterColor1, OuterColor2, fract(iter * 0.05));
color *= LightIntensity;
gl_FragColor = vec4(color, 1.0);
}

View File

@@ -0,0 +1,35 @@
//
// Vertex shader for drawing the Mandelbrot set
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Michael Rivero
//
// Copyright (c) 2002-2005: 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
uniform float SpecularContribution;
uniform float DiffuseContribution;
uniform float Shininess;
varying float LightIntensity;
varying vec3 Position;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPosition);
vec3 reflectVec = reflect(-lightVec, tnorm);
vec3 viewVec = normalize(-ecPosition);
float spec = max(dot(reflectVec, viewVec), 0.0);
spec = pow(spec, Shininess);
LightIntensity = DiffuseContribution *
max(dot(lightVec, tnorm), 0.0) +
SpecularContribution * spec;
Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0;
gl_Position = ftransform();
}

74
progs/glsl/Makefile Normal file
View File

@@ -0,0 +1,74 @@
# progs/demos/Makefile
TOP = ../..
include $(TOP)/configs/current
INCDIR = $(TOP)/include
OSMESA_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa -lGLU -lGL $(APP_LIB_DEPS)
OSMESA16_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa16 -lGLU -lGL $(APP_LIB_DEPS)
OSMESA32_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa32 -lGLU -lGL $(APP_LIB_DEPS)
LIB_DEP = $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLUT_LIB_NAME)
PROGS = \
brick \
bump \
mandelbrot \
noise \
toyball \
texdemo1
##### RULES #####
.SUFFIXES:
.SUFFIXES: .c
# make executable from .c file:
.c: $(LIB_DEP)
$(CC) -I$(INCDIR) $(CFLAGS) $< $(APP_LIB_DEPS) -o $@
##### TARGETS #####
default: $(PROGS)
##### Extra dependencies
extfuncs.h: $(TOP)/progs/util/extfuncs.h
cp $< .
readtex.c: $(TOP)/progs/util/readtex.c
cp $< .
readtex.h: $(TOP)/progs/util/readtex.h
cp $< .
readtex.o: readtex.c readtex.h
$(CC) -c -I$(INCDIR) $(CFLAGS) readtex.c
brick.c: extfuncs.h
bump.c: extfuncs.h
mandelbrot.c: extfuncs.h
toyball.c: extfuncs.h
texdemo1: texdemo1.o readtex.o
$(CC) -I$(INCDIR) $(CFLAGS) texdemo1.o readtex.o $(APP_LIB_DEPS) -o $@
texdemo1.o: texdemo1.c readtex.h extfuncs.h
$(CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
clean:
-rm -f $(PROGS)
-rm -f *.o *~
-rm -f extfuncs.h

311
progs/glsl/brick.c Normal file
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/**
* "Brick" shader demo. Uses the example shaders from chapter 6 of
* the OpenGL Shading Language "orange" book.
* 10 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static char *FragProgFile = "CH06-brick.frag.txt";
static char *VertProgFile = "CH06-brick.vert.txt";
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
/* vert */
{ "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} },
/* frag */
{ "BrickColor", 3, -1, { 0.8, 0.2, 0.2, 0 } },
{ "MortarColor", 3, -1, { 0.6, 0.6, 0.6, 0 } },
{ "BrickSize", 2, -1, { 1.0, 0.3, 0, 0 } },
{ "BrickPct", 2, -1, { 0.9, 0.8, 0, 0 } },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
static GLint win = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-2, -2);
glTexCoord2f(1, 0); glVertex2f( 2, -2);
glTexCoord2f(1, 1); glVertex2f( 2, 2);
glTexCoord2f(0, 1); glVertex2f(-2, 2);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case 'z':
zRot -= 1.0;
break;
case 'Z':
zRot += 1.0;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0f;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
xRot -= step;
break;
case GLUT_KEY_DOWN:
xRot += step;
break;
case GLUT_KEY_LEFT:
yRot -= step;
break;
case GLUT_KEY_RIGHT:
yRot += step;
break;
}
glutPostRedisplay();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("brick: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
ReadShader(vertShader, VertProgFile);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
ReadShader(fragShader, FragProgFile);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}

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progs/glsl/bump.c Normal file
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/**
* Procedural Bump Mapping demo. Uses the example shaders from
* chapter 11 of the OpenGL Shading Language "orange" book.
* 16 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include "extfuncs.h"
static char *FragProgFile = "CH11-bumpmap.frag.txt";
static char *VertProgFile = "CH11-bumpmap.vert.txt";
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
{ "LightPosition", 3, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
{ "SurfaceColor", 3, -1, { 0.8, 0.8, 0.2, 0 } },
{ "BumpDensity", 1, -1, { 10.0, 0, 0, 0 } },
{ "BumpSize", 1, -1, { 0.125, 0, 0, 0 } },
{ "SpecularFactor", 1, -1, { 0.5, 0, 0, 0 } },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
static GLint win = 0;
static GLfloat xRot = 20.0f, yRot = 0.0f, zRot = 0.0f;
static GLuint tangentAttrib;
static GLboolean Anim = GL_FALSE;
static void
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error %s (0x%x) at line %d\n",
gluErrorString(err), (int) err, line);
}
}
/*
* Draw a square, specifying normal and tangent vectors.
*/
static void
Square(GLfloat size)
{
glNormal3f(0, 0, 1);
glVertexAttrib3f_func(tangentAttrib, 1, 0, 0);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-size, -size);
glTexCoord2f(1, 0); glVertex2f( size, -size);
glTexCoord2f(1, 1); glVertex2f( size, size);
glTexCoord2f(0, 1); glVertex2f(-size, size);
glEnd();
}
static void
Cube(GLfloat size)
{
/* +X */
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -X */
glPushMatrix();
glRotatef(-90, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* +Y */
glPushMatrix();
glRotatef(90, 1, 0, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -Y */
glPushMatrix();
glRotatef(-90, 1, 0, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* +Z */
glPushMatrix();
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -Z */
glPushMatrix();
glRotatef(180, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
}
static void
Idle(void)
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
yRot = t * 0.05;
glutPostRedisplay();
}
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
Cube(1.5);
glPopMatrix();
glFinish();
glFlush();
CheckError(__LINE__);
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case 'a':
Anim = !Anim;
glutIdleFunc(Anim ? Idle : NULL);
break;
case 'z':
zRot += step;
break;
case 'Z':
zRot -= step;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
xRot += step;
break;
case GLUT_KEY_DOWN:
xRot -= step;
break;
case GLUT_KEY_LEFT:
yRot -= step;
break;
case GLUT_KEY_RIGHT:
yRot += step;
break;
}
glutPostRedisplay();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("brick: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
ReadShader(vertShader, VertProgFile);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
ReadShader(fragShader, FragProgFile);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
assert(glGetError() == 0);
CheckError(__LINE__);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
CheckError(__LINE__);
tangentAttrib = glGetAttribLocation_func(program, "Tangent");
printf("Tangent Attrib: %d\n", tangentAttrib);
assert(tangentAttrib >= 0);
CheckError(__LINE__);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
glEnable(GL_DEPTH_TEST);
glColor3f(1, 0, 0);
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}

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// Fragment shader for cube-texture reflection mapping
// Brian Paul
uniform samplerCube cubeTex;
varying vec3 normal;
uniform vec3 lightPos;
void main()
{
// simple diffuse, specular lighting:
vec3 lp = normalize(lightPos);
float dp = dot(lp, normalize(normal));
float spec = pow(dp, 5.0);
// final color:
gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;
}

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progs/glsl/mandelbrot.c Normal file
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/**
* "Mandelbrot" shader demo. Uses the example shaders from
* chapter 15 (or 18) of the OpenGL Shading Language "orange" book.
* 15 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static char *FragProgFile = "CH18-mandel.frag.txt";
static char *VertProgFile = "CH18-mandel.vert.txt";
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
/* vert */
{ "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} },
{ "SpecularContribution", 1, -1, { 0.5, 0, 0, 0 } },
{ "DiffuseContribution", 1, -1, { 0.5, 0, 0, 0 } },
{ "Shininess", 1, -1, { 20.0, 0, 0, 0 } },
/* frag */
{ "MaxIterations", 1, -1, { 12, 0, 0, 0 } },
{ "Zoom", 1, -1, { 0.125, 0, 0, 0 } },
{ "Xcenter", 1, -1, { -1.5, 0, 0, 0 } },
{ "Ycenter", 1, -1, { .005, 0, 0, 0 } },
{ "InnerColor", 3, -1, { 1, 0, 0, 0 } },
{ "OuterColor1", 3, -1, { 0, 1, 0, 0 } },
{ "OuterColor2", 3, -1, { 0, 0, 1, 0 } },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
static GLint win = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static GLint uZoom, uXcenter, uYcenter;
static GLfloat zoom = 1.0, xCenter = -1.5, yCenter = 0.0;
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* set interactive uniform parameters */
glUniform1fv_func(uZoom, 1, &zoom);
glUniform1fv_func(uXcenter, 1, &xCenter);
glUniform1fv_func(uYcenter, 1, &yCenter);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-1, -1);
glTexCoord2f(1, 0); glVertex2f( 1, -1);
glTexCoord2f(1, 1); glVertex2f( 1, 1);
glTexCoord2f(0, 1); glVertex2f(-1, 1);
glEnd();
glPopMatrix();
glFinish();
glFlush();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -6.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch(key) {
case 'z':
zoom *= 0.9;
break;
case 'Z':
zoom /= 0.9;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 0.1 * zoom;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
yCenter += step;
break;
case GLUT_KEY_DOWN:
yCenter -= step;
break;
case GLUT_KEY_LEFT:
xCenter -= step;
break;
case GLUT_KEY_RIGHT:
xCenter += step;
break;
}
glutPostRedisplay();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("brick: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
ReadShader(vertShader, VertProgFile);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
ReadShader(fragShader, FragProgFile);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
uZoom = glGetUniformLocation_func(program, "Zoom");
uXcenter = glGetUniformLocation_func(program, "Xcenter");
uYcenter = glGetUniformLocation_func(program, "Ycenter");
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}

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progs/glsl/noise.c Normal file
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/**
* Test noise() functions.
* 28 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static const char *VertShaderText =
"void main() {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
static const char *FragShaderText =
"uniform vec4 Scale, Bias;\n"
"uniform float Slice;\n"
"void main()\n"
"{\n"
" vec4 scale = vec4(5.0);\n"
" vec4 p;\n"
" p.xy = gl_TexCoord[0].xy;\n"
" p.z = Slice;\n"
" vec4 n = noise4(p * scale);\n"
" gl_FragColor = n * Scale + Bias;\n"
"}\n";
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
{ "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} },
{ "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} },
{ "Slice", 1, -1, { 0.5, 0, 0, 0} },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static GLfloat Slice = 0.0;
static GLboolean Anim = GL_FALSE;
static void
Idle(void)
{
Slice += 0.01;
glutPostRedisplay();
}
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1fv_func(Uniforms[2].location, 1, &Slice);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-2, -2);
glTexCoord2f(1, 0); glVertex2f( 2, -2);
glTexCoord2f(1, 1); glVertex2f( 2, 2);
glTexCoord2f(0, 1); glVertex2f(-2, 2);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 0.01;
(void) x;
(void) y;
switch(key) {
case 'a':
Anim = !Anim;
glutIdleFunc(Anim ? Idle : NULL);
case 's':
Slice -= step;
break;
case 'S':
Slice += step;
break;
case 'z':
zRot -= 1.0;
break;
case 'Z':
zRot += 1.0;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0f;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
xRot -= step;
break;
case GLUT_KEY_DOWN:
xRot += step;
break;
case GLUT_KEY_LEFT:
yRot -= step;
break;
case GLUT_KEY_RIGHT:
yRot += step;
break;
}
glutPostRedisplay();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
LoadAndCompileShader(vertShader, VertShaderText);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
LoadAndCompileShader(fragShader, FragShaderText);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
Init();
glutMainLoop();
return 0;
}

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// Vertex shader for cube-texture reflection mapping
// Brian Paul
varying vec3 normal;
void main()
{
vec3 n = gl_NormalMatrix * gl_Normal;
vec3 u = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
float two_n_dot_u = 2.0 * dot(n, u);
vec4 f;
f.xyz = u - n * two_n_dot_u;
// outputs
normal = n;
gl_TexCoord[0] = gl_TextureMatrix[0] * f;
gl_Position = ftransform();
}

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// Fragment shader for 2D texture with shadow attenuation
// Brian Paul
uniform sampler2D tex2d;
uniform vec3 lightPos;
void main()
{
// XXX should compute this from lightPos
vec2 shadowCenter = vec2(-0.25, -0.25);
// d = distance from center
float d = distance(gl_TexCoord[0].xy, shadowCenter);
// attenuate and clamp
d = clamp(d * d * d, 0.0, 2.0);
// modulate texture by d for shadow effect
gl_FragColor = d * texture2D(tex2d, gl_TexCoord[0].xy, 0.0);
}

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// Simple vertex shader
// Brian Paul
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

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/**
* Test texturing with GL shading language.
*
* Copyright (C) 2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GL/glut.h"
#include "readtex.h"
#include "extfuncs.h"
static const char *Demo = "texdemo1";
static const char *ReflectVertFile = "reflect.vert.txt";
static const char *CubeFragFile = "cubemap.frag.txt";
static const char *SimpleVertFile = "simple.vert.txt";
static const char *SimpleTexFragFile = "shadowtex.frag.txt";
static const char *GroundImage = "../images/tile.rgb";
static GLuint Program1, Program2;
static GLfloat TexXrot = 0, TexYrot = 0;
static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLenum type; /**< GL_FLOAT or GL_INT */
GLfloat value[4];
};
static struct uniform_info ReflectUniforms[] = {
{ "cubeTex", 1, -1, GL_INT, { 0, 0, 0, 0 } },
{ "lightPos", 3, -1, GL_FLOAT, { 10, 10, 20, 0 } },
{ NULL, 0, 0, 0, { 0, 0, 0, 0 } }
};
static struct uniform_info SimpleUniforms[] = {
{ "tex2d", 1, -1, GL_INT, { 1, 0, 0, 0 } },
{ "lightPos", 3, -1, GL_FLOAT, { 10, 10, 20, 0 } },
{ NULL, 0, 0, 0, { 0, 0, 0, 0 } }
};
static void
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error %s (0x%x) at line %d\n",
gluErrorString(err), (int) err, line);
}
}
static void
DrawGround(GLfloat size)
{
glPushMatrix();
glRotatef(90, 1, 0, 0);
glNormal3f(0, 0, 1);
glBegin(GL_POLYGON);
glTexCoord2f(-2, -2); glVertex2f(-size, -size);
glTexCoord2f( 2, -2); glVertex2f( size, -size);
glTexCoord2f( 2, 2); glVertex2f( size, size);
glTexCoord2f(-2, 2); glVertex2f(-size, size);
glEnd();
glPopMatrix();
}
static void
draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glPushMatrix(); /* modelview matrix */
glTranslatef(0.0, 0.0, -EyeDist);
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Zrot, 0, 0, 1);
/* sphere w/ reflection map */
glPushMatrix();
glTranslatef(0, 1, 0);
glUseProgram_func(Program1);
/* setup texture matrix */
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotatef(-TexYrot, 0, 1, 0);
glRotatef(-TexXrot, 1, 0, 0);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glutSolidSphere(2.0, 20, 20);
glLoadIdentity(); /* texture matrix */
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
/* ground */
glUseProgram_func(Program2);
glTranslatef(0, -1.0, 0);
DrawGround(5);
glPopMatrix();
glutSwapBuffers();
}
static void
idle(void)
{
GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
TexYrot = t;
glutPostRedisplay();
}
static void
key(unsigned char k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case ' ':
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
break;
case 'z':
EyeDist -= 0.5;
if (EyeDist < 6.0)
EyeDist = 6.0;
break;
case 'Z':
EyeDist += 0.5;
if (EyeDist > 90.0)
EyeDist = 90;
break;
case 27:
exit(0);
}
glutPostRedisplay();
}
static void
specialkey(int key, int x, int y)
{
GLfloat step = 2.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot -= step;
break;
case GLUT_KEY_RIGHT:
Yrot += step;
break;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
Reshape(int width, int height)
{
GLfloat ar = (float) width / (float) height;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
InitCheckers(void)
{
#define CUBE_TEX_SIZE 64
GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
static const GLubyte colors[6][3] = {
{ 255, 0, 0 }, /* face 0 - red */
{ 0, 255, 255 }, /* face 1 - cyan */
{ 0, 255, 0 }, /* face 2 - green */
{ 255, 0, 255 }, /* face 3 - purple */
{ 0, 0, 255 }, /* face 4 - blue */
{ 255, 255, 0 } /* face 5 - yellow */
};
static const GLenum targets[6] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
};
GLint i, j, f;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* make colored checkerboard cube faces */
for (f = 0; f < 6; f++) {
for (i = 0; i < CUBE_TEX_SIZE; i++) {
for (j = 0; j < CUBE_TEX_SIZE; j++) {
if ((i/4 + j/4) & 1) {
image[i][j][0] = colors[f][0];
image[i][j][1] = colors[f][1];
image[i][j][2] = colors[f][2];
}
else {
image[i][j][0] = 255;
image[i][j][1] = 255;
image[i][j][2] = 255;
}
}
}
glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
GL_RGB, GL_UNSIGNED_BYTE, image);
}
}
static void
LoadFace(GLenum target, const char *filename,
GLboolean flipTB, GLboolean flipLR)
{
GLint w, h;
GLenum format;
GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
if (!img) {
printf("Error: couldn't load texture image %s\n", filename);
exit(1);
}
assert(format == GL_RGB);
/* <sigh> the way the texture cube mapping works, we have to flip
* images to make things look right.
*/
if (flipTB) {
const int stride = 3 * w;
GLubyte temp[3*1024];
int i;
for (i = 0; i < h / 2; i++) {
memcpy(temp, img + i * stride, stride);
memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
memcpy(img + (h - i - 1) * stride, temp, stride);
}
}
if (flipLR) {
const int stride = 3 * w;
GLubyte temp[3];
GLubyte *row;
int i, j;
for (i = 0; i < h; i++) {
row = img + i * stride;
for (j = 0; j < w / 2; j++) {
int k = w - j - 1;
temp[0] = row[j*3+0];
temp[1] = row[j*3+1];
temp[2] = row[j*3+2];
row[j*3+0] = row[k*3+0];
row[j*3+1] = row[k*3+1];
row[j*3+2] = row[k*3+2];
row[k*3+0] = temp[0];
row[k*3+1] = temp[1];
row[k*3+2] = temp[2];
}
}
}
gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
free(img);
}
static void
LoadEnvmaps(void)
{
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
}
static void
InitTextures(GLboolean useImageFiles)
{
GLenum filter;
/*
* Env map
*/
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
if (useImageFiles) {
LoadEnvmaps();
filter = GL_LINEAR;
}
else {
InitCheckers();
filter = GL_NEAREST;
}
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/*
* Ground texture
*/
{
GLint imgWidth, imgHeight;
GLenum imgFormat;
GLubyte *image = NULL;
image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
if (!image) {
printf("Couldn't read %s\n", GroundImage);
exit(0);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 2);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
free(image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "%s: problem compiling shader: %s\n", Demo, log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "%s: Unable to open shader file %s\n", Demo, filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("%s: read %d bytes from shader file %s\n", Demo, n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static GLuint
CreateProgram(const char *vertProgFile, const char *fragProgFile,
struct uniform_info *uniforms)
{
GLuint fragShader = 0, vertShader = 0, program = 0;
GLint i;
program = glCreateProgram_func();
if (vertProgFile) {
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
ReadShader(vertShader, vertProgFile);
glAttachShader_func(program, vertShader);
}
if (fragProgFile) {
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
ReadShader(fragShader, fragProgFile);
glAttachShader_func(program, fragShader);
}
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
CheckError(__LINE__);
for (i = 0; uniforms[i].name; i++) {
uniforms[i].location
= glGetUniformLocation_func(program, uniforms[i].name);
printf("Uniform %s location: %d\n", uniforms[i].name,
uniforms[i].location);
switch (uniforms[i].size) {
case 1:
if (uniforms[i].type == GL_INT)
glUniform1i_func(uniforms[i].location,
(GLint) uniforms[i].value[0]);
else
glUniform1fv_func(uniforms[i].location, 1, uniforms[i].value);
break;
case 2:
glUniform2fv_func(uniforms[i].location, 1, uniforms[i].value);
break;
case 3:
glUniform3fv_func(uniforms[i].location, 1, uniforms[i].value);
break;
case 4:
glUniform4fv_func(uniforms[i].location, 1, uniforms[i].value);
break;
default:
abort();
}
}
CheckError(__LINE__);
return program;
}
static void
InitPrograms(void)
{
Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
}
static void
Init(GLboolean useImageFiles)
{
const char *version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
GetExtensionFuncs();
InitTextures(useImageFiles);
InitPrograms();
glEnable(GL_DEPTH_TEST);
glClearColor(.6, .6, .9, 0);
glColor3f(1.0, 1.0, 1.0);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(Demo);
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
glutDisplayFunc(draw);
if (Anim)
glutIdleFunc(idle);
if (argc > 1 && strcmp(argv[1] , "-i") == 0)
Init(1);
else
Init(0);
glutMainLoop();
return 0;
}

339
progs/glsl/toyball.c Normal file
View File

@@ -0,0 +1,339 @@
/**
* "Toy Ball" shader demo. Uses the example shaders from
* chapter 11 of the OpenGL Shading Language "orange" book.
* 16 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static char *FragProgFile = "CH11-toyball.frag.txt";
static char *VertProgFile = "CH11-toyball.vert.txt";
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
{ "LightDir", 4, -1, { 0.57737, 0.57735, 0.57735, 0.0 } },
{ "HVector", 4, -1, { 0.32506, 0.32506, 0.88808, 0.0 } },
{ "BallCenter", 4, -1, { 0.0, 0.0, 0.0, 1.0 } },
{ "SpecularColor", 4, -1, { 0.4, 0.4, 0.4, 60.0 } },
{ "Red", 4, -1, { 0.6, 0.0, 0.0, 1.0 } },
{ "Blue", 4, -1, { 0.0, 0.3, 0.6, 1.0 } },
{ "Yellow", 4, -1, { 0.6, 0.5, 0.0, 1.0 } },
{ "HalfSpace0", 4, -1, { 1.0, 0.0, 0.0, 0.2 } },
{ "HalfSpace1", 4, -1, { 0.309016994, 0.951056516, 0.0, 0.2 } },
{ "HalfSpace2", 4, -1, { -0.809016994, 0.587785252, 0.0, 0.2 } },
{ "HalfSpace3", 4, -1, { -0.809016994, -0.587785252, 0.0, 0.2 } },
{ "HalfSpace4", 4, -1, { 0.309116994, -0.951056516, 0.0, 0.2 } },
{ "InOrOutInit", 1, -1, { -3.0, 0, 0, 0 } },
{ "StripeWidth", 1, -1, { 0.3, 0, 0, 0 } },
{ "FWidth", 1, -1, { 0.005, 0, 0, 0 } },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
static GLint win = 0;
static GLboolean Anim = GL_FALSE;
static GLfloat TexRot = 0.0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static void
Idle(void)
{
TexRot += 2.0;
if (TexRot > 360.0)
TexRot -= 360.0;
glutPostRedisplay();
}
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
glMatrixMode(GL_MODELVIEW);
glutSolidSphere(2.0, 20, 10);
glPopMatrix();
glFinish();
glFlush();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 'z':
zRot += step;
break;
case 'Z':
zRot -= step;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
xRot += step;
break;
case GLUT_KEY_DOWN:
xRot -= step;
break;
case GLUT_KEY_LEFT:
yRot -= step;
break;
case GLUT_KEY_RIGHT:
yRot += step;
break;
}
glutPostRedisplay();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
/**
* Read a shader from a file.
*/
static void
ReadShader(GLuint shader, const char *filename)
{
const int max = 100*1000;
int n;
char *buffer = (char*) malloc(max);
FILE *f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "brick: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("brick: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
LoadAndCompileShader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
ReadShader(vertShader, VertProgFile);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
ReadShader(fragShader, FragProgFile);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
glEnable(GL_DEPTH_TEST);
glColor3f(1, 0, 0);
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
FragProgFile = argv[i+1];
}
else if (strcmp(argv[i], "-vs") == 0) {
VertProgFile = argv[i+1];
}
}
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutMainLoop();
return 0;
}

View File

@@ -1,221 +0,0 @@
LOCAL_LIBRARIES = $(XLIB) $(TOP)\lib\Mesaaux.a $(TOP)\lib\Mesaglu.a $(TOP)\lib\MesaGL.a
INCLUDES = -I$(TOP)\include
SRCS = accanti.c \
accnot.c \
accpersp.c \
accum.c \
aim.c \
alpha.c \
alpha3D.c \
anti.c \
antiindex.c \
antipindex.c \
antipoint.c \
antipoly.c \
bezcurve.c \
bezmesh.c \
bezsurf.c \
checker.c \
checker2.c \
chess.c \
clip.c \
colormat.c \
cone.c \
cube.c \
curve.c \
depthcue.c \
disk.c \
dof.c \
dofnot.c \
double.c \
drawf.c \
feedback.c \
fog.c \
fogindex.c \
font.c \
light.c \
linelist.c \
lines.c \
list.c \
list2.c \
maplight.c \
material.c \
mipmap.c \
model.c \
movelight.c \
nurbs.c \
pickdepth.c \
pickline.c \
picksquare.c \
plane.c \
planet.c \
planetup.c \
polys.c \
robot.c \
sccolorlight.c \
scene.c \
scenebamb.c \
sceneflat.c \
select.c \
simple.c \
smooth.c \
sphere.c \
stencil.c \
stroke.c \
surface.c \
tea.c \
teaambient.c \
teapots.c \
texgen.c \
texturesurf.c \
trim.c \
xfont.c
PROGRAMS = ProgramTargetName(accanti) \
ProgramTargetName(accnot) \
ProgramTargetName(accpersp) \
ProgramTargetName(accum) \
ProgramTargetName(aim) \
ProgramTargetName(alpha) \
ProgramTargetName(alpha3D) \
ProgramTargetName(anti) \
ProgramTargetName(antiindex) \
ProgramTargetName(antipindex) \
ProgramTargetName(antipoint) \
ProgramTargetName(antipoly) \
ProgramTargetName(bezcurve) \
ProgramTargetName(bezmesh) \
ProgramTargetName(bezsurf) \
ProgramTargetName(checker) \
ProgramTargetName(checker2) \
ProgramTargetName(chess) \
ProgramTargetName(clip) \
ProgramTargetName(colormat) \
ProgramTargetName(cone) \
ProgramTargetName(cube) \
ProgramTargetName(curve) \
ProgramTargetName(depthcue) \
ProgramTargetName(disk) \
ProgramTargetName(dof) \
ProgramTargetName(dofnot) \
ProgramTargetName(double) \
ProgramTargetName(drawf) \
ProgramTargetName(feedback) \
ProgramTargetName(fog) \
ProgramTargetName(fogindex) \
ProgramTargetName(font) \
ProgramTargetName(light) \
ProgramTargetName(linelist) \
ProgramTargetName(lines) \
ProgramTargetName(list) \
ProgramTargetName(list2) \
ProgramTargetName(maplight) \
ProgramTargetName(material) \
ProgramTargetName(mipmap) \
ProgramTargetName(model) \
ProgramTargetName(movelight) \
ProgramTargetName(nurbs) \
ProgramTargetName(pickdepth) \
ProgramTargetName(pickline) \
ProgramTargetName(picksquare) \
ProgramTargetName(plane) \
ProgramTargetName(planet) \
ProgramTargetName(planetup) \
ProgramTargetName(polys) \
ProgramTargetName(robot) \
ProgramTargetName(sccolorlight) \
ProgramTargetName(scene) \
ProgramTargetName(scenebamb) \
ProgramTargetName(sceneflat) \
ProgramTargetName(select) \
ProgramTargetName(simple) \
ProgramTargetName(smooth) \
ProgramTargetName(sphere) \
ProgramTargetName(stencil) \
ProgramTargetName(stroke) \
ProgramTargetName(surface) \
ProgramTargetName(tea) \
ProgramTargetName(teaambient) \
ProgramTargetName(teapots) \
ProgramTargetName(texgen) \
ProgramTargetName(texturesurf) \
ProgramTargetName(trim) \
ProgramTargetName(xfont)
AllTarget($(PROGRAMS))
NormalProgramTarget(accanti,accanti.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(accnot,accnot.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(accpersp,accpersp.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(accum,accum.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(aim,aim.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(alpha,alpha.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(alpha3D,alpha3D.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(anti,anti.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(antiindex,antiindex.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(antipindex,antipindex.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(antipoint,antipoint.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(antipoly,antipoly.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(bezcurve,bezcurve.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(bezmesh,bezmesh.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(bezsurf,bezsurf.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(checker,checker.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(checker2,checker2.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(chess,chess.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(clip,clip.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(colormat,colormat.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(cone,cone.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(cube,cube.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(curve,curve.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(depthcue,depthcue.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(disk,disk.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(dof,dof.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(dofnot,dofnot.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(double,double.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(drawf,drawf.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(feedback,feedback.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(fog,fog.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(fogindex,fogindex.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(font,font.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(light,light.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(linelist,linelist.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(lines,lines.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(list,list.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(list2,list2.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(maplight,maplight.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(material,material.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(mipmap,mipmap.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(model,model.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(movelight,movelight.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(nurbs,nurbs.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(pickdepth,pickdepth.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(pickline,pickline.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(picksquare,picksquare.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(plane,plane.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(planet,planet.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(planetup,planetup.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(polys,polys.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(robot,robot.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(sccolorlight,sccolorlight.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(scene,scene.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(scenebamb,scenebamb.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(sceneflat,sceneflat.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(select,select.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(simple,simple.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(smooth,smooth.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(sphere,sphere.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(stencil,stencil.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(stroke,stroke.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(surface,surface.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(tea,tea.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(teaambient,teaambient.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(teapots,teapots.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(texgen,texgen.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(texturesurf,texturesurf.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(trim,trim.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(xfont,xfont.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
DependTarget()

View File

@@ -1,101 +0,0 @@
LOCAL_LIBRARIES = $(XLIB) $(TOP)\lib\glut.a $(TOP)\lib\Mesaglu.a $(TOP)\lib\MesaGL.a
INCLUDES = -I$(TOP)\include
SRCS = accum.c \
bitmap1.c \
bitmap2.c \
blendeq.c \
blendxor.c \
copy.c \
cursor.c \
depth.c \
eval.c \
fog.c \
font.c \
line.c \
logo.c \
nurb.c \
oglinfo.c \
olympic.c \
overlay.c \
point.c \
prim.c \
quad.c \
select.c \
shape.c \
speed.c \
sphere.c \
star.c \
stencil.c \
stretch.c \
texture.c \
tri.c \
wave.c
PROGRAMS = ProgramTargetName(accum) \
ProgramTargetName(bitmap1) \
ProgramTargetName(bitmap2) \
ProgramTargetName(blendeq) \
ProgramTargetName(blendxor) \
ProgramTargetName(copy) \
ProgramTargetName(cursor) \
ProgramTargetName(depth) \
ProgramTargetName(eval) \
ProgramTargetName(fog) \
ProgramTargetName(font) \
ProgramTargetName(line) \
ProgramTargetName(logo) \
ProgramTargetName(nurb) \
ProgramTargetName(oglinfo) \
ProgramTargetName(olympic) \
ProgramTargetName(overlay) \
ProgramTargetName(point) \
ProgramTargetName(prim) \
ProgramTargetName(quad) \
ProgramTargetName(select) \
ProgramTargetName(shape) \
ProgramTargetName(speed) \
ProgramTargetName(sphere) \
ProgramTargetName(star) \
ProgramTargetName(stencil) \
ProgramTargetName(stretch) \
ProgramTargetName(texture) \
ProgramTargetName(tri) \
ProgramTargetName(wave)
AllTarget($(PROGRAMS))
NormalProgramTarget(accum,accum.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(bitmap1,bitmap1.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(bitmap2,bitmap2.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(blendeq,blendeq.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(blendxor,blendxor.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(copy,copy.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(cursor,cursor.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(depth,depth.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(eval,eval.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(fog,fog.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(font,font.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(line,line.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(logo,logo.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(nurb,nurb.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(oglinfo,oglinfo.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(olympic,olympic.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(overlay,overlay.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(point,point.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(prim,prim.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(quad,quad.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(select,select.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(shape,shape.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(speed,speed.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(sphere,sphere.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(star,star.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(stencil,stencil.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(stretch,stretch.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(texture,texture.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(tri,tri.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
NormalProgramTarget(wave,wave.o,NullParameter,$(LOCAL_LIBRARIES),NullParameter)
DependTarget()

View File

@@ -33,6 +33,7 @@ SOURCES = \
crossbar.c \
cva.c \
dinoshade.c \
drawbuffers.c \
floattex.c \
fbotest1.c \
fbotest2.c \
@@ -122,6 +123,12 @@ afsmultiarb: afsmultiarb.o readtex.o
afsmultiarb.o: afsmultiarb.c readtex.h
$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
drawbuffers: drawbuffers.o
$(CC) $(CFLAGS) drawbuffers.o $(LIBS) -o $@
drawbuffers.o: drawbuffers.c extfuncs.h
$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
texrect: texrect.o readtex.o
$(CC) $(CFLAGS) texrect.o readtex.o $(LIBS) -o $@
@@ -150,6 +157,8 @@ readtex.h: $(TOP)/progs/util/readtex.h
readtex.c: $(TOP)/progs/util/readtex.c
ln -s $(TOP)/progs/util/readtex.c .
extfuncs.h: $(TOP)/progs/util/extfuncs.h
ln -s $(TOP)/progs/util/extfuncs.h .

298
progs/tests/drawbuffers.c Normal file
View File

@@ -0,0 +1,298 @@
/*
* Test GL_ARB_draw_buffers, GL_EXT_framebuffer_object
* and GLSL's gl_FragData[].
*
* Brian Paul
* 11 March 2007
*/
#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include "extfuncs.h"
static int Win;
static int Width = 400, Height = 400;
static GLuint FBobject, RBobjects[3];
static GLfloat Xrot = 0.0, Yrot = 0.0;
static void
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error 0x%x at line %d\n", (int) err, line);
}
}
static void
Display(void)
{
GLubyte *buffer = malloc(Width * Height * 4);
static const GLenum buffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
/* draw to user framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
/* Clear color buffer 0 (blue) */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.5, 0.5, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* Clear color buffer 1 (1 - blue) */
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glClearColor(0.5, 0.5, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
/* draw to two buffers w/ fragment shader */
glDrawBuffersARB(2, buffers);
glPushMatrix();
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glutSolidTorus(0.75, 2.0, 10, 20);
glPopMatrix();
/* read from user framebuffer */
/* bottom half = colorbuffer 0 */
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glReadPixels(0, 0, Width, Height / 2, GL_RGBA, GL_UNSIGNED_BYTE,
buffer);
/* top half = colorbuffer 1 */
glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
glReadPixels(0, Height/2, Width, Height / 2, GL_RGBA, GL_UNSIGNED_BYTE,
buffer + Width * Height / 2 * 4);
/* draw to window */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glWindowPos2iARB(0, 0);
glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
free(buffer);
glutSwapBuffers();
CheckError(__LINE__);
}
static void
Reshape(int width, int height)
{
float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 35.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -20.0);
Width = width;
Height = height;
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
Width, Height);
}
static void
CleanUp(void)
{
glDeleteFramebuffersEXT(1, &FBobject);
glDeleteRenderbuffersEXT(3, RBobjects);
glutDestroyWindow(Win);
exit(0);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key) {
case 'x':
Xrot += 5.0;
break;
case 'y':
Yrot += 5.0;
break;
case 27:
CleanUp();
break;
}
glutPostRedisplay();
}
static void
CheckExtensions(void)
{
const char *version = (const char *) glGetString(GL_VERSION);
GLint numBuf;
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
printf("Sorry, GL_EXT_framebuffer_object is required!\n");
exit(1);
}
if (!glutExtensionSupported("GL_ARB_draw_buffers")) {
printf("Sorry, GL_ARB_draw_buffers is required!\n");
exit(1);
}
if (version[0] != '2') {
printf("Sorry, OpenGL 2.0 is required!\n");
exit(1);
}
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &numBuf);
printf("GL_MAX_DRAW_BUFFERS_ARB = %d\n", numBuf);
if (numBuf < 2) {
printf("Sorry, GL_MAX_DRAW_BUFFERS_ARB needs to be >= 2\n");
exit(1);
}
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
}
static void
SetupRenderbuffers(void)
{
glGenFramebuffersEXT(1, &FBobject);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
glGenRenderbuffersEXT(3, RBobjects);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
Width, Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, RBobjects[0]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
GL_RENDERBUFFER_EXT, RBobjects[1]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, RBobjects[2]);
CheckError(__LINE__);
}
static GLuint
LoadAndCompileShader(GLenum target, const char *text)
{
GLint stat;
GLuint shader = glCreateShader_func(target);
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "drawbuffers: problem compiling shader:\n%s\n", log);
exit(1);
}
return shader;
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "drawbuffers: shader link error:\n%s\n", log);
}
}
static void
SetupShaders(void)
{
/* second color output = 1 - first color */
static const char *fragShaderText =
"void main() {\n"
" gl_FragData[0] = gl_Color; \n"
" gl_FragData[1] = vec4(1.0) - gl_Color; \n"
"}\n";
GLuint fragShader, program;
fragShader = LoadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderText);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
}
static void
SetupLighting(void)
{
static const GLfloat frontMat[4] = { 1.0, 0.5, 0.5, 1.0 };
static const GLfloat backMat[4] = { 1.0, 0.5, 0.5, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, frontMat);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, backMat);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
static void
Init(void)
{
CheckExtensions();
GetExtensionFuncs();
SetupRenderbuffers();
SetupShaders();
SetupLighting();
glEnable(GL_DEPTH_TEST);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
Init();
glutMainLoop();
return 0;
}

138
progs/util/extfuncs.h Normal file
View File

@@ -0,0 +1,138 @@
/**
* Utility for getting OpenGL extension function pointers
* Meant to be #included.
*/
/* OpenGL 2.0 */
static PFNGLATTACHSHADERPROC glAttachShader_func = NULL;
static PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation_func = NULL;
static PFNGLCOMPILESHADERPROC glCompileShader_func = NULL;
static PFNGLCREATEPROGRAMPROC glCreateProgram_func = NULL;
static PFNGLCREATESHADERPROC glCreateShader_func = NULL;
static PFNGLDELETEPROGRAMPROC glDeleteProgram_func = NULL;
static PFNGLDELETESHADERPROC glDeleteShader_func = NULL;
static PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib_func = NULL;
static PFNGLGETATTACHEDSHADERSPROC glGetAttachedShaders_func = NULL;
static PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation_func = NULL;
static PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog_func = NULL;
static PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog_func = NULL;
static PFNGLGETSHADERIVPROC glGetShaderiv_func = NULL;
static PFNGLGETPROGRAMIVPROC glGetProgramiv_func = NULL;
static PFNGLGETSHADERSOURCEPROC glGetShaderSource_func = NULL;
static PFNGLGETUNIFORMFVPROC glGetUniformfv_func = NULL;
static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_func = NULL;
static PFNGLISPROGRAMPROC glIsProgram_func = NULL;
static PFNGLISSHADERPROC glIsShader_func = NULL;
static PFNGLLINKPROGRAMPROC glLinkProgram_func = NULL;
static PFNGLSHADERSOURCEPROC glShaderSource_func = NULL;
static PFNGLUNIFORM1IPROC glUniform1i_func = NULL;
static PFNGLUNIFORM1FVPROC glUniform1fv_func = NULL;
static PFNGLUNIFORM2FVPROC glUniform2fv_func = NULL;
static PFNGLUNIFORM3FVPROC glUniform3fv_func = NULL;
static PFNGLUNIFORM4FVPROC glUniform4fv_func = NULL;
static PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv_func = NULL;
static PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv_func = NULL;
static PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv_func = NULL;
static PFNGLUSEPROGRAMPROC glUseProgram_func = NULL;
static PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f_func = NULL;
static PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f_func = NULL;
static PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f_func = NULL;
static PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f_func = NULL;
/* OpenGL 2.1 */
static PFNGLUNIFORMMATRIX2X3FVPROC glUniformMatrix2x3fv_func = NULL;
static PFNGLUNIFORMMATRIX3X2FVPROC glUniformMatrix3x2fv_func = NULL;
static PFNGLUNIFORMMATRIX2X4FVPROC glUniformMatrix2x4fv_func = NULL;
static PFNGLUNIFORMMATRIX4X2FVPROC glUniformMatrix4x2fv_func = NULL;
static PFNGLUNIFORMMATRIX3X4FVPROC glUniformMatrix3x4fv_func = NULL;
static PFNGLUNIFORMMATRIX4X3FVPROC glUniformMatrix4x3fv_func = NULL;
/* GL_ARB_vertex/fragment_program */
static PFNGLBINDPROGRAMARBPROC glBindProgramARB_func = NULL;
static PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB_func = NULL;
static PFNGLGENPROGRAMSARBPROC glGenProgramsARB_func = NULL;
static PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glGetProgramLocalParameterdvARB_func = NULL;
static PFNGLISPROGRAMARBPROC glIsProgramARB_func = NULL;
static PFNGLPROGRAMLOCALPARAMETER4DARBPROC glProgramLocalParameter4dARB_func = NULL;
static PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB_func = NULL;
static PFNGLPROGRAMSTRINGARBPROC glProgramStringARB_func = NULL;
static PFNGLVERTEXATTRIB1FARBPROC glVertexAttrib1fARB_func = NULL;
/* GL_APPLE_vertex_array_object */
static PFNGLBINDVERTEXARRAYAPPLEPROC glBindVertexArrayAPPLE_func = NULL;
static PFNGLDELETEVERTEXARRAYSAPPLEPROC glDeleteVertexArraysAPPLE_func = NULL;
static PFNGLGENVERTEXARRAYSAPPLEPROC glGenVertexArraysAPPLE_func = NULL;
static PFNGLISVERTEXARRAYAPPLEPROC glIsVertexArrayAPPLE_func = NULL;
/* GL_EXT_stencil_two_side */
static PFNGLACTIVESTENCILFACEEXTPROC glActiveStencilFaceEXT_func = NULL;
static void
GetExtensionFuncs(void)
{
/* OpenGL 2.0 */
glAttachShader_func = (PFNGLATTACHSHADERPROC) glutGetProcAddress("glAttachShader");
glBindAttribLocation_func = (PFNGLBINDATTRIBLOCATIONPROC) glutGetProcAddress("glBindAttribLocation");
glCompileShader_func = (PFNGLCOMPILESHADERPROC) glutGetProcAddress("glCompileShader");
glCreateProgram_func = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress("glCreateProgram");
glCreateShader_func = (PFNGLCREATESHADERPROC) glutGetProcAddress("glCreateShader");
glDeleteProgram_func = (PFNGLDELETEPROGRAMPROC) glutGetProcAddress("glDeleteProgram");
glDeleteShader_func = (PFNGLDELETESHADERPROC) glutGetProcAddress("glDeleteShader");
glGetActiveAttrib_func = (PFNGLGETACTIVEATTRIBPROC) glutGetProcAddress("glGetActiveAttrib");
glGetAttachedShaders_func = (PFNGLGETATTACHEDSHADERSPROC) glutGetProcAddress("glGetAttachedShaders");
glGetAttribLocation_func = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress("glGetAttribLocation");
glGetProgramInfoLog_func = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog_func = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress("glGetShaderInfoLog");
glGetProgramiv_func = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress("glGetProgramiv");
glGetShaderiv_func = (PFNGLGETSHADERIVPROC) glutGetProcAddress("glGetShaderiv");
glGetShaderSource_func = (PFNGLGETSHADERSOURCEPROC) glutGetProcAddress("glGetShaderSource");
glGetUniformLocation_func = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress("glGetUniformLocation");
glGetUniformfv_func = (PFNGLGETUNIFORMFVPROC) glutGetProcAddress("glGetUniformfv");
glIsProgram_func = (PFNGLISPROGRAMPROC) glutGetProcAddress("glIsProgram");
glIsShader_func = (PFNGLISSHADERPROC) glutGetProcAddress("glIsShader");
glLinkProgram_func = (PFNGLLINKPROGRAMPROC) glutGetProcAddress("glLinkProgram");
glShaderSource_func = (PFNGLSHADERSOURCEPROC) glutGetProcAddress("glShaderSource");
glUniform1i_func = (PFNGLUNIFORM1IPROC) glutGetProcAddress("glUniform1i");
glUniform1fv_func = (PFNGLUNIFORM1FVPROC) glutGetProcAddress("glUniform1fv");
glUniform2fv_func = (PFNGLUNIFORM2FVPROC) glutGetProcAddress("glUniform2fv");
glUniform3fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform3fv");
glUniform4fv_func = (PFNGLUNIFORM3FVPROC) glutGetProcAddress("glUniform4fv");
glUniformMatrix2fv_func = (PFNGLUNIFORMMATRIX2FVPROC) glutGetProcAddress("glUniformMatrix2fv");
glUniformMatrix3fv_func = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv_func = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress("glUniformMatrix4fv");
glUseProgram_func = (PFNGLUSEPROGRAMPROC) glutGetProcAddress("glUseProgram");
glVertexAttrib1f_func = (PFNGLVERTEXATTRIB1FPROC) glutGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f_func = (PFNGLVERTEXATTRIB2FPROC) glutGetProcAddress("glVertexAttrib2f");
glVertexAttrib3f_func = (PFNGLVERTEXATTRIB3FPROC) glutGetProcAddress("glVertexAttrib3f");
glVertexAttrib4f_func = (PFNGLVERTEXATTRIB4FPROC) glutGetProcAddress("glVertexAttrib4f");
/* OpenGL 2.1 */
glUniformMatrix2x3fv_func = (PFNGLUNIFORMMATRIX2X3FVPROC) glutGetProcAddress("glUniformMatrix2x3fv");
glUniformMatrix3x2fv_func = (PFNGLUNIFORMMATRIX3X2FVPROC) glutGetProcAddress("glUniformMatrix3x2fv");
glUniformMatrix2x4fv_func = (PFNGLUNIFORMMATRIX2X4FVPROC) glutGetProcAddress("glUniformMatrix2x4fv");
glUniformMatrix4x2fv_func = (PFNGLUNIFORMMATRIX4X2FVPROC) glutGetProcAddress("glUniformMatrix4x2fv");
glUniformMatrix3x4fv_func = (PFNGLUNIFORMMATRIX3X4FVPROC) glutGetProcAddress("glUniformMatrix3x4fv");
glUniformMatrix4x3fv_func = (PFNGLUNIFORMMATRIX4X3FVPROC) glutGetProcAddress("glUniformMatrix4x3fv");
/* GL_ARB_vertex/fragment_program */
glBindProgramARB_func = (PFNGLBINDPROGRAMARBPROC) glutGetProcAddress("glBindProgramARB");
glDeleteProgramsARB_func = (PFNGLDELETEPROGRAMSARBPROC) glutGetProcAddress("glDeleteProgramsARB");
glGenProgramsARB_func = (PFNGLGENPROGRAMSARBPROC) glutGetProcAddress("glGenProgramsARB");
glGetProgramLocalParameterdvARB_func = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) glutGetProcAddress("glGetProgramLocalParameterdvARB");
glIsProgramARB_func = (PFNGLISPROGRAMARBPROC) glutGetProcAddress("glIsProgramARB");
glProgramLocalParameter4dARB_func = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC) glutGetProcAddress("glProgramLocalParameter4dARB");
glProgramLocalParameter4fvARB_func = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) glutGetProcAddress("glProgramLocalParameter4fvARB");
glProgramStringARB_func = (PFNGLPROGRAMSTRINGARBPROC) glutGetProcAddress("glProgramStringARB");
glVertexAttrib1fARB_func = (PFNGLVERTEXATTRIB1FARBPROC) glutGetProcAddress("glVertexAttrib1fARB");
/* GL_APPLE_vertex_array_object */
glBindVertexArrayAPPLE_func = (PFNGLBINDVERTEXARRAYAPPLEPROC) glutGetProcAddress("glBindVertexArrayAPPLE");
glDeleteVertexArraysAPPLE_func = (PFNGLDELETEVERTEXARRAYSAPPLEPROC) glutGetProcAddress("glDeleteVertexArraysAPPLE");
glGenVertexArraysAPPLE_func = (PFNGLGENVERTEXARRAYSAPPLEPROC) glutGetProcAddress("glGenVertexArraysAPPLE");
glIsVertexArrayAPPLE_func = (PFNGLISVERTEXARRAYAPPLEPROC) glutGetProcAddress("glIsVertexArrayAPPLE");
/* GL_EXT_stencil_two_side */
glActiveStencilFaceEXT_func = (PFNGLACTIVESTENCILFACEEXTPROC) glutGetProcAddress("glActiveStencilFaceEXT");
}

View File

@@ -1,4 +1,4 @@
DESCRIPTION 'Mesa GLU (OpenGL work-alike) for Win32'
;DESCRIPTION 'Mesa GLU (OpenGL work-alike) for Win32'
VERSION 5.1
;
; Module definition file for GLU (GLU32.DLL)

View File

@@ -349,12 +349,18 @@ getVisualInfoRGB(unsigned int mode)
__glutScreen, list);
}
#ifndef VisualIDMask
#define VisualIDMask 0
#endif
static XVisualInfo *
getVisualInfoID(int id)
{
XVisualInfo temp;
int count;
#if !defined(_WIN32)
temp.visualid = id;
#endif
return XGetVisualInfo(__glutDisplay, VisualIDMask, &temp, &count);
}

View File

@@ -11,7 +11,7 @@ C_SOURCES = \
$(TOP)/src/mesa/main/dispatch.c \
$(TOP)/src/mesa/glapi/glapi.c \
$(TOP)/src/mesa/glapi/glthread.c \
$(TOP)/src/mesa/drivers/dri/common/glcontextmodes.c \
$(TOP)/src/glx/x11/glcontextmodes.c \
miniglx.c \
miniglx_events.c
@@ -27,10 +27,7 @@ INCLUDE_DIRS = \
-I$(TOP)/src/mesa \
-I$(TOP)/src/mesa/main \
-I$(TOP)/src/mesa/glapi \
-I$(TOP)/src/mesa/math \
-I$(TOP)/src/mesa/transform \
-I$(TOP)/src/mesa/swrast \
-I$(TOP)/src/mesa/swrast_setup \
-I$(TOP)/src/glx/x11 \
-I$(TOP)/src/mesa/drivers/dri/common \
`pkg-config --cflags libdrm`

View File

@@ -47,8 +47,6 @@
#ifndef _driver_H_
#define _driver_H_
#define CAPI /* XXX this should be globally defined somewhere */
#include "GL/gl.h"
#include "GL/internal/glcore.h"

View File

@@ -46,7 +46,6 @@ INCLUDES = -I. \
-I$(TOP)/include/GL/internal \
-I$(TOP)/src/mesa/main \
-I$(TOP)/src/mesa/glapi \
-I$(TOP)/src/mesa/drivers/dri/common \
$(LIBDRM_CFLAGS) \
$(X11_INCLUDES)
@@ -63,9 +62,6 @@ INCLUDES = -I. \
default: depend $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME)
glcontextmodes.c:
ln -s $(TOP)/src/mesa/drivers/dri/common/glcontextmodes.c .
# Make libGL
$(TOP)/$(LIB_DIR)/$(GL_LIB_NAME): $(OBJECTS) Makefile
$(TOP)/bin/mklib -o $(GL_LIB) -linker '$(CC)' \
@@ -81,7 +77,7 @@ depend: $(SOURCES) $(MESA_GLAPI_SOURCES) $(MESA_ASM_API) Makefile
# Emacs tags
tags:
etags `find . -name \*.[ch]` `find ../include`
etags `find . -name \*.[ch]` `find $(TOP)/include`
# Dummy install target
install:

View File

@@ -39,6 +39,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include <X11/Xlibint.h>
#include <X11/extensions/Xext.h>
#include <X11/extensions/extutil.h>
#include "glheader.h"
#include "glxclient.h"
#include "xf86dri.h"
#include "sarea.h"
@@ -81,11 +82,15 @@ static void InfoMessageF(const char *f, ...)
}
}
/**
* Print error to stderr, unless LIBGL_DEBUG=="quiet".
*/
static void ErrorMessageF(const char *f, ...)
{
va_list args;
const char *env;
if (getenv("LIBGL_DEBUG")) {
if ((env = getenv("LIBGL_DEBUG")) && !strstr(env, "quiet")) {
fprintf(stderr, "libGL error: ");
va_start(args, f);
vfprintf(stderr, f, args);
@@ -338,7 +343,7 @@ __DRIdriver *driGetDriver(Display *dpy, int scrNum)
* The returned char pointer points to a static array that will be
* overwritten by subsequent calls.
*/
const char *glXGetScreenDriver (Display *dpy, int scrNum) {
PUBLIC const char *glXGetScreenDriver (Display *dpy, int scrNum) {
static char ret[32];
char *driverName;
if (GetDriverName(dpy, scrNum, &driverName)) {
@@ -367,7 +372,7 @@ const char *glXGetScreenDriver (Display *dpy, int scrNum) {
*
* Note: The driver remains opened after this function returns.
*/
const char *glXGetDriverConfig (const char *driverName) {
PUBLIC const char *glXGetDriverConfig (const char *driverName) {
__DRIdriver *driver = OpenDriver (driverName);
if (driver)
return dlsym (driver->handle, "__driConfigOptions");

View File

@@ -31,21 +31,25 @@
* \author Ian Romanick <idr@us.ibm.com>
*/
#if defined(IN_MINI_GLX)
#include <GL/gl.h>
#else
#if defined(HAVE_DIX_CONFIG_H)
# include <dix-config.h>
#endif
#include <X11/X.h>
#include <GL/glx.h>
#include "GL/glxint.h"
#endif
/* Memory macros */
#if defined(IN_MINI_GLX)
# include <stdlib.h>
# include <string.h>
# include <GL/gl.h>
# include "GL/internal/dri_interface.h"
# include "imports.h"
# define _mesa_malloc(b) malloc(b)
# define _mesa_free(m) free(m)
# define _mesa_memset memset
#else
# if defined(HAVE_DIX_CONFIG_H)
# include <dix-config.h>
# endif
# include <X11/X.h>
# include <GL/glx.h>
# include "GL/glxint.h"
# ifdef XFree86Server
# include <os.h>
# include <string.h>

View File

@@ -1246,7 +1246,7 @@ __GLXdisplayPrivate *__glXInitialize(Display* dpy)
__glXUnlock();
return 0;
}
dpyPriv = (__GLXdisplayPrivate *) Xmalloc(sizeof(__GLXdisplayPrivate));
dpyPriv = (__GLXdisplayPrivate *) Xcalloc(1, sizeof(__GLXdisplayPrivate));
if (!dpyPriv) {
__glXUnlock();
Xfree((char*) private);
@@ -1271,12 +1271,7 @@ __GLXdisplayPrivate *__glXInitialize(Display* dpy)
** Note: This _must_ be done before calling any other DRI routines
** (e.g., those called in AllocAndFetchScreenConfigs).
*/
if (getenv("LIBGL_ALWAYS_INDIRECT")) {
/* Assinging zero here assures we'll never go direct */
dpyPriv->driDisplay.private = 0;
dpyPriv->driDisplay.destroyDisplay = 0;
}
else {
if (getenv("LIBGL_ALWAYS_INDIRECT") == NULL) {
dpyPriv->driDisplay.private =
driCreateDisplay(dpy, &dpyPriv->driDisplay);
}
@@ -1488,7 +1483,7 @@ void __glXSendLargeCommand(__GLXcontext *ctx,
/************************************************************************/
GLXContext glXGetCurrentContext(void)
PUBLIC GLXContext glXGetCurrentContext(void)
{
GLXContext cx = __glXGetCurrentContext();
@@ -1499,7 +1494,7 @@ GLXContext glXGetCurrentContext(void)
}
}
GLXDrawable glXGetCurrentDrawable(void)
PUBLIC GLXDrawable glXGetCurrentDrawable(void)
{
GLXContext gc = __glXGetCurrentContext();
return gc->currentDrawable;

View File

@@ -145,9 +145,10 @@ GLenum __indirect_glGetError(void)
* On success \c GL_TRUE is returned. Otherwise, \c GL_FALSE is returned.
*/
static GLboolean
get_client_data( __GLXattribute * state, GLenum cap, GLintptr * data )
get_client_data( __GLXcontext * gc, GLenum cap, GLintptr * data )
{
GLboolean retval = GL_TRUE;
__GLXattribute * state = (__GLXattribute *)(gc->client_state_private);
const GLint tex_unit = __glXGetActiveTextureUnit( state );
@@ -281,6 +282,9 @@ get_client_data( __GLXattribute * state, GLenum cap, GLintptr * data )
case GL_UNPACK_LSB_FIRST:
*data = (GLintptr)state->storeUnpack.lsbFirst;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*data = (GLintptr)(gc->attributes.stackPointer - gc->attributes.stack);
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*data = (GLintptr)__GL_CLIENT_ATTRIB_STACK_DEPTH;
break;
@@ -302,7 +306,6 @@ void __indirect_glGetBooleanv(GLenum val, GLboolean *b)
{
const GLenum origVal = val;
__GLX_SINGLE_DECLARE_VARIABLES();
__GLXattribute * state = (__GLXattribute *)(gc->client_state_private);
xGLXSingleReply reply;
val = RemapTransposeEnum( val );
@@ -326,7 +329,7 @@ void __indirect_glGetBooleanv(GLenum val, GLboolean *b)
** for example, to call a query between glBegin() and glEnd()).
*/
if ( get_client_data( state, val, & data ) ) {
if ( get_client_data( gc, val, & data ) ) {
*b = (GLboolean) data;
}
else {
@@ -351,7 +354,6 @@ void __indirect_glGetDoublev(GLenum val, GLdouble *d)
{
const GLenum origVal = val;
__GLX_SINGLE_DECLARE_VARIABLES();
__GLXattribute * state = (__GLXattribute *)(gc->client_state_private);
xGLXSingleReply reply;
val = RemapTransposeEnum( val );
@@ -375,7 +377,7 @@ void __indirect_glGetDoublev(GLenum val, GLdouble *d)
** for example, to call a query between glBegin() and glEnd()).
*/
if ( get_client_data( state, val, & data ) ) {
if ( get_client_data( gc, val, & data ) ) {
*d = (GLdouble) data;
}
else {
@@ -400,7 +402,6 @@ void __indirect_glGetFloatv(GLenum val, GLfloat *f)
{
const GLenum origVal = val;
__GLX_SINGLE_DECLARE_VARIABLES();
__GLXattribute * state = (__GLXattribute *)(gc->client_state_private);
xGLXSingleReply reply;
val = RemapTransposeEnum( val );
@@ -424,7 +425,7 @@ void __indirect_glGetFloatv(GLenum val, GLfloat *f)
** for example, to call a query between glBegin() and glEnd()).
*/
if ( get_client_data( state, val, & data ) ) {
if ( get_client_data( gc, val, & data ) ) {
*f = (GLfloat) data;
}
else {
@@ -449,7 +450,6 @@ void __indirect_glGetIntegerv(GLenum val, GLint *i)
{
const GLenum origVal = val;
__GLX_SINGLE_DECLARE_VARIABLES();
__GLXattribute * state = (__GLXattribute *)(gc->client_state_private);
xGLXSingleReply reply;
val = RemapTransposeEnum( val );
@@ -473,7 +473,7 @@ void __indirect_glGetIntegerv(GLenum val, GLint *i)
** for example, to call a query between glBegin() and glEnd()).
*/
if ( get_client_data( state, val, & data ) ) {
if ( get_client_data( gc, val, & data ) ) {
*i = (GLint) data;
}
else {

View File

@@ -89,9 +89,7 @@ fbdev: $(CORE_OBJECTS) $(FBDEV_DRIVER_OBJECTS) $(COMMON_DRIVER_OBJECTS)
# Stand-alone Mesa libGL and libOSMesa
STAND_ALONE_DRIVER_SOURCES = \
$(COMMON_DRIVER_SOURCES) \
$(X11_DRIVER_SOURCES) \
$(GLIDE_DRIVER_SOURCES) \
$(SVGA_DRIVER_SOURCES)
$(X11_DRIVER_SOURCES)
STAND_ALONE_DRIVER_OBJECTS = $(STAND_ALONE_DRIVER_SOURCES:.c=.o)

View File

@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
* Version: 6.5.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -28,8 +28,9 @@
#include "buffers.h"
#include "context.h"
#include "framebuffer.h"
#include "occlude.h"
#include "program.h"
#include "prog_execute.h"
#include "queryobj.h"
#include "renderbuffer.h"
#include "texcompress.h"
#include "texformat.h"
@@ -43,6 +44,7 @@
#include "fbobject.h"
#include "texrender.h"
#endif
#include "shader_api.h"
#include "arrayobj.h"
#include "driverfuncs.h"
@@ -127,7 +129,7 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
driver->NewProgram = _mesa_new_program;
driver->DeleteProgram = _mesa_delete_program;
#if FEATURE_MESA_program_debug
driver->GetFragmentProgramRegister = _swrast_get_program_register;
driver->GetProgramRegister = _mesa_get_program_register;
#endif /* FEATURE_MESA_program_debug */
/* simple state commands */
@@ -248,4 +250,45 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
driver->EndList = NULL;
driver->BeginCallList = NULL;
driver->EndCallList = NULL;
/* XXX temporary here */
_mesa_init_glsl_driver_functions(driver);
}
/**
* Plug in Mesa's GLSL functions.
*/
void
_mesa_init_glsl_driver_functions(struct dd_function_table *driver)
{
driver->AttachShader = _mesa_attach_shader;
driver->BindAttribLocation = _mesa_bind_attrib_location;
driver->CompileShader = _mesa_compile_shader;
driver->CreateProgram = _mesa_create_program;
driver->CreateShader = _mesa_create_shader;
driver->DeleteProgram2 = _mesa_delete_program2;
driver->DeleteShader = _mesa_delete_shader;
driver->DetachShader = _mesa_detach_shader;
driver->GetActiveAttrib = _mesa_get_active_attrib;
driver->GetActiveUniform = _mesa_get_active_uniform;
driver->GetAttachedShaders = _mesa_get_attached_shaders;
driver->GetAttribLocation = _mesa_get_attrib_location;
driver->GetHandle = _mesa_get_handle;
driver->GetProgramiv = _mesa_get_programiv;
driver->GetProgramInfoLog = _mesa_get_program_info_log;
driver->GetShaderiv = _mesa_get_shaderiv;
driver->GetShaderInfoLog = _mesa_get_shader_info_log;
driver->GetShaderSource = _mesa_get_shader_source;
driver->GetUniformfv = _mesa_get_uniformfv;
driver->GetUniformLocation = _mesa_get_uniform_location;
driver->IsProgram = _mesa_is_program;
driver->IsShader = _mesa_is_shader;
driver->LinkProgram = _mesa_link_program;
driver->ShaderSource = _mesa_shader_source;
driver->Uniform = _mesa_uniform;
driver->UniformMatrix = _mesa_uniform_matrix;
driver->UseProgram = _mesa_use_program;
driver->ValidateProgram = _mesa_validate_program;
}

View File

@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.1
* Version: 6.5.3
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -29,4 +29,8 @@
extern void
_mesa_init_driver_functions(struct dd_function_table *driver);
extern void
_mesa_init_glsl_driver_functions(struct dd_function_table *driver);
#endif

View File

@@ -190,11 +190,16 @@ driBOKernel(struct _DriBufferObject *buf)
void
driBOWaitIdle(struct _DriBufferObject *buf, int lazy)
{
assert(buf->private != NULL);
struct _DriBufferPool *pool;
void *priv;
_glthread_LOCK_MUTEX(buf->mutex);
BM_CKFATAL(buf->pool->waitIdle(buf->pool, buf->private, lazy));
pool = buf->pool;
priv = buf->private;
_glthread_UNLOCK_MUTEX(buf->mutex);
assert(priv != NULL);
BM_CKFATAL(buf->pool->waitIdle(pool, priv, lazy));
}
void *
@@ -296,7 +301,8 @@ driBOData(struct _DriBufferObject *buf,
pool->destroy(pool, buf->private);
if (!flags)
flags = buf->flags;
buf->private = pool->create(pool, size, flags, 0, buf->alignment);
buf->private = pool->create(pool, size, flags, DRM_BO_HINT_DONT_FENCE,
buf->alignment);
if (!buf->private)
BM_CKFATAL(-ENOMEM);
BM_CKFATAL(pool->map(pool, buf->private,

View File

@@ -185,7 +185,7 @@ pool_setstatic(struct _DriBufferPool *pool, unsigned long offset,
return NULL;
ret = drmBOCreate(pool->fd, offset, size, 0, NULL, drm_bo_type_fake,
flags, 0, buf);
flags, DRM_BO_HINT_DONT_FENCE, buf);
if (ret) {
free(buf);

View File

@@ -49,8 +49,6 @@
#ifndef _DRI_UTIL_H_
#define _DRI_UTIL_H_
#define CAPI /* XXX this should be globally defined somewhere */
#include <GL/gl.h>
#include "drm.h"
#include "drm_sarea.h"

View File

@@ -208,7 +208,7 @@ driUpdateFramebufferSize(GLcontext *ctx, const __DRIdrawablePrivate *dPriv)
{
struct gl_framebuffer *fb = (struct gl_framebuffer *) dPriv->driverPrivate;
if (fb && (dPriv->w != fb->Width || dPriv->h != fb->Height)) {
_mesa_resize_framebuffer(ctx, fb, dPriv->w, dPriv->h);
ctx->Driver.ResizeBuffers(ctx, fb, dPriv->w, dPriv->h);
assert(fb->Width == dPriv->w);
assert(fb->Height == dPriv->h);
}

View File

@@ -40,6 +40,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "extensions.h"
#include "framebuffer.h"
#include "imports.h"
#include "points.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
@@ -278,6 +279,11 @@ i810CreateContext( const __GLcontextModes *mesaVis,
ctx->Const.MaxPointSizeAA = 3.0;
ctx->Const.PointSizeGranularity = 1.0;
/* reinitialize the context point state.
* It depend on constants in __GLcontextRec::Const
*/
_mesa_init_point(ctx);
ctx->Driver.GetBufferSize = i810BufferSize;
ctx->Driver.GetString = i810GetString;

View File

@@ -167,8 +167,8 @@ GLboolean i915CreateContext( const __GLcontextModes *mesaVis,
I915_MAX_TEX_INSN);
ctx->Const.FragmentProgram.MaxNativeTexIndirections = I915_MAX_TEX_INDIRECT;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
ctx->_MaintainTexEnvProgram = 1;
ctx->_UseTexEnvProgram = 1;
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
driInitExtensions( ctx, i915_extensions, GL_FALSE );

View File

@@ -37,7 +37,8 @@
#include "i915_context.h"
#include "i915_program.h"
#include "program_instruction.h"
#include "prog_instruction.h"
#include "prog_parameter.h"
#include "program.h"
#include "programopt.h"
@@ -782,9 +783,6 @@ static void fixup_depth_write( struct i915_fragment_program *p )
}
#define FRAG_BIT_TEX(n) (FRAG_BIT_TEX0 << (n))
static void check_wpos( struct i915_fragment_program *p )
{
GLuint inputs = p->FragProg.Base.InputsRead;

View File

@@ -430,17 +430,17 @@ void i915_fini_program( struct i915_fragment_program *p )
if (p->error) {
p->FragProg.Base.NumNativeInstructions = 0;
p->FragProg.NumNativeAluInstructions = 0;
p->FragProg.NumNativeTexInstructions = 0;
p->FragProg.NumNativeTexIndirections = 0;
p->FragProg.Base.NumNativeAluInstructions = 0;
p->FragProg.Base.NumNativeTexInstructions = 0;
p->FragProg.Base.NumNativeTexIndirections = 0;
}
else {
p->FragProg.Base.NumNativeInstructions = (p->nr_alu_insn +
p->nr_tex_insn +
p->nr_decl_insn);
p->FragProg.NumNativeAluInstructions = p->nr_alu_insn;
p->FragProg.NumNativeTexInstructions = p->nr_tex_insn;
p->FragProg.NumNativeTexIndirections = p->nr_tex_indirect;
p->FragProg.Base.NumNativeAluInstructions = p->nr_alu_insn;
p->FragProg.Base.NumNativeTexInstructions = p->nr_tex_insn;
p->FragProg.Base.NumNativeTexIndirections = p->nr_tex_indirect;
}
p->declarations[0] |= program_size + decl_size - 2;

View File

@@ -541,17 +541,19 @@ void i915_update_fog( GLcontext *ctx )
else {
enabled = ctx->Fog.Enabled;
mode = ctx->Fog.Mode;
try_pixel_fog = (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT &&
ctx->Hint.Fog == GL_NICEST &&
0); /* XXX - DISABLE -- Need ortho fallback */
#if 0
/* XXX - DISABLED -- Need ortho fallback */
try_pixel_fog = (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT
&&ctx->Hint.Fog == GL_NICEST);
#else
try_pixel_fog = 0;
#endif
}
if (!enabled) {
i915->vertex_fog = I915_FOG_NONE;
}
else if (try_pixel_fog) {
I915_STATECHANGE(i915, I915_UPLOAD_FOG);
i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_FOGFUNC_MASK;
i915->vertex_fog = I915_FOG_PIXEL;
@@ -567,8 +569,8 @@ void i915_update_fog( GLcontext *ctx )
i915->vertex_fog = I915_FOG_VERTEX;
}
else {
GLfloat c1 = ctx->Fog.End/(ctx->Fog.End-ctx->Fog.Start);
GLfloat c2 = 1.0/(ctx->Fog.End-ctx->Fog.Start);
GLfloat c2 = 1.0 / (ctx->Fog.End - ctx->Fog.Start);
GLfloat c1 = ctx->Fog.End * c2;
i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_C1_MASK;
i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_PIXEL_LINEAR;
@@ -576,10 +578,11 @@ void i915_update_fog( GLcontext *ctx )
((GLuint)(c1 * FMC1_C1_ONE)) & FMC1_C1_MASK;
if (i915->state.Fog[I915_FOGREG_MODE1] & FMC1_FOGINDEX_Z) {
i915->state.Fog[I915_FOGREG_MODE2] = (GLuint)(c2 * FMC2_C2_ONE);
i915->state.Fog[I915_FOGREG_MODE2]
= (GLuint)(c2 * FMC2_C2_ONE);
}
else {
union { float f; int i; } fi;
fi_type fi;
fi.f = c2;
i915->state.Fog[I915_FOGREG_MODE2] = fi.i;
}
@@ -602,24 +605,22 @@ void i915_update_fog( GLcontext *ctx )
i915->vertex_fog = I915_FOG_VERTEX;
}
{
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
I915_ACTIVESTATE(i915, I915_UPLOAD_FOG, enabled);
if (enabled)
i915->state.Ctx[I915_CTXREG_LIS5] |= S5_FOG_ENABLE;
else
i915->state.Ctx[I915_CTXREG_LIS5] &= ~S5_FOG_ENABLE;
}
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
I915_ACTIVESTATE(i915, I915_UPLOAD_FOG, enabled);
if (enabled)
i915->state.Ctx[I915_CTXREG_LIS5] |= S5_FOG_ENABLE;
else
i915->state.Ctx[I915_CTXREG_LIS5] &= ~S5_FOG_ENABLE;
/* always enbale pixel fog
* vertex fog use precaculted fog coord will conflict with appended
* fog program
/* Always enable pixel fog. Vertex fog using fog coord will conflict
* with fog code appended onto fragment program.
*/
_tnl_allow_vertex_fog( ctx, 0 );
_tnl_allow_pixel_fog( ctx, 1 );
}
static void i915Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *param)
static void
i915Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *param)
{
i915ContextPtr i915 = I915_CONTEXT(ctx);
@@ -634,8 +635,8 @@ static void i915Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *param)
I915_STATECHANGE(i915, I915_UPLOAD_FOG);
if (i915->state.Fog[I915_FOGREG_MODE1] & FMC1_FOGINDEX_Z) {
i915->state.Fog[I915_FOGREG_MODE3] = (GLuint)(ctx->Fog.Density *
FMC3_D_ONE);
i915->state.Fog[I915_FOGREG_MODE3]
= (GLuint)(ctx->Fog.Density * FMC3_D_ONE);
}
else {
union { float f; int i; } fi;

View File

@@ -49,7 +49,7 @@ static void i915_render_start( intelContextPtr intel )
if (ctx->FragmentProgram._Active)
i915ValidateFragmentProgram( i915 );
else {
assert(!ctx->_MaintainTexEnvProgram);
assert(!ctx->FragmentProgram._MaintainTexEnvProgram);
i915ValidateTextureProgram( i915 );
}
}

View File

@@ -33,6 +33,7 @@
#include "extensions.h"
#include "framebuffer.h"
#include "imports.h"
#include "points.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
@@ -195,7 +196,6 @@ static const struct tnl_pipeline_stage *intel_pipeline[] = {
&_tnl_texgen_stage,
&_tnl_texture_transform_stage,
&_tnl_point_attenuation_stage,
&_tnl_arb_vertex_program_stage,
&_tnl_vertex_program_stage,
#if 1
&_intel_render_stage, /* ADD: unclipped rastersetup-to-dma */
@@ -302,6 +302,11 @@ GLboolean intelInitContext( intelContextPtr intel,
ctx->Const.MaxPointSizeAA = 3.0;
ctx->Const.PointSizeGranularity = 1.0;
/* reinitialize the context point state.
* It depend on constants in __GLcontextRec::Const
*/
_mesa_init_point(ctx);
/* Initialize the software rasterizer and helper modules. */
_swrast_CreateContext( ctx );
_vbo_CreateContext( ctx );
@@ -563,7 +568,7 @@ void intelWindowMoved( intelContextPtr intel )
GLint areaB = driIntersectArea( drw_rect, pipeB_rect );
GLuint flags = intel->vblank_flags;
if (areaB > areaA || (areaA > 0 && areaB > 0)) {
if (areaB > areaA || (areaA == areaB && areaB > 0)) {
flags = intel->vblank_flags | VBLANK_FLAG_SECONDARY;
} else {
flags = intel->vblank_flags & ~VBLANK_FLAG_SECONDARY;

View File

@@ -157,8 +157,8 @@ i915CreateContext(const __GLcontextModes * mesaVis,
I915_MAX_TEX_INDIRECT;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
ctx->_MaintainTexEnvProgram = 1;
ctx->_UseTexEnvProgram = 1;
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE;
driInitExtensions(ctx, i915_extensions, GL_FALSE);

View File

@@ -37,7 +37,8 @@
#include "i915_context.h"
#include "i915_program.h"
#include "program_instruction.h"
#include "prog_instruction.h"
#include "prog_parameter.h"
#include "program.h"
#include "programopt.h"
@@ -772,9 +773,6 @@ fixup_depth_write(struct i915_fragment_program *p)
}
#define FRAG_BIT_TEX(n) (FRAG_BIT_TEX0 << (n))
static void
check_wpos(struct i915_fragment_program *p)
{

View File

@@ -446,17 +446,17 @@ i915_fini_program(struct i915_fragment_program *p)
if (p->error) {
p->FragProg.Base.NumNativeInstructions = 0;
p->FragProg.NumNativeAluInstructions = 0;
p->FragProg.NumNativeTexInstructions = 0;
p->FragProg.NumNativeTexIndirections = 0;
p->FragProg.Base.NumNativeAluInstructions = 0;
p->FragProg.Base.NumNativeTexInstructions = 0;
p->FragProg.Base.NumNativeTexIndirections = 0;
}
else {
p->FragProg.Base.NumNativeInstructions = (p->nr_alu_insn +
p->nr_tex_insn +
p->nr_decl_insn);
p->FragProg.NumNativeAluInstructions = p->nr_alu_insn;
p->FragProg.NumNativeTexInstructions = p->nr_tex_insn;
p->FragProg.NumNativeTexIndirections = p->nr_tex_indirect;
p->FragProg.Base.NumNativeAluInstructions = p->nr_alu_insn;
p->FragProg.Base.NumNativeTexInstructions = p->nr_tex_insn;
p->FragProg.Base.NumNativeTexIndirections = p->nr_tex_indirect;
}
p->declarations[0] |= program_size + decl_size - 2;

View File

@@ -563,7 +563,6 @@ i915_update_fog(GLcontext * ctx)
if (ctx->FragmentProgram._Active) {
/* Pull in static fog state from program */
mode = ctx->FragmentProgram._Current->FogOption;
enabled = (mode != GL_NONE);
try_pixel_fog = 0;
@@ -571,15 +570,19 @@ i915_update_fog(GLcontext * ctx)
else {
enabled = ctx->Fog.Enabled;
mode = ctx->Fog.Mode;
try_pixel_fog = (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT && ctx->Hint.Fog == GL_NICEST && 0); /* XXX - DISABLE -- Need ortho fallback */
#if 0
/* XXX - DISABLED -- Need ortho fallback */
try_pixel_fog = (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT
&& ctx->Hint.Fog == GL_NICEST);
#else
try_pixel_fog = 0;
#endif
}
if (!enabled) {
i915->vertex_fog = I915_FOG_NONE;
}
else if (try_pixel_fog) {
I915_STATECHANGE(i915, I915_UPLOAD_FOG);
i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_FOGFUNC_MASK;
i915->vertex_fog = I915_FOG_PIXEL;
@@ -591,12 +594,13 @@ i915_update_fog(GLcontext * ctx)
* either fallback or append fog instructions to end of
* program in the case of linear fog.
*/
printf("vertex fog!\n");
i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_VERTEX;
i915->vertex_fog = I915_FOG_VERTEX;
}
else {
GLfloat c1 = ctx->Fog.End / (ctx->Fog.End - ctx->Fog.Start);
GLfloat c2 = 1.0 / (ctx->Fog.End - ctx->Fog.Start);
GLfloat c1 = ctx->Fog.End * c2;
i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_C1_MASK;
i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_PIXEL_LINEAR;
@@ -604,15 +608,11 @@ i915_update_fog(GLcontext * ctx)
((GLuint) (c1 * FMC1_C1_ONE)) & FMC1_C1_MASK;
if (i915->state.Fog[I915_FOGREG_MODE1] & FMC1_FOGINDEX_Z) {
i915->state.Fog[I915_FOGREG_MODE2] =
(GLuint) (c2 * FMC2_C2_ONE);
i915->state.Fog[I915_FOGREG_MODE2]
= (GLuint) (c2 * FMC2_C2_ONE);
}
else {
union
{
float f;
int i;
} fi;
fi_type fi;
fi.f = c2;
i915->state.Fog[I915_FOGREG_MODE2] = fi.i;
}
@@ -628,26 +628,22 @@ i915_update_fog(GLcontext * ctx)
break;
}
}
else { /* if (i915->vertex_fog != I915_FOG_VERTEX) */
else { /* if (i915->vertex_fog != I915_FOG_VERTEX) */
I915_STATECHANGE(i915, I915_UPLOAD_FOG);
i915->state.Fog[I915_FOGREG_MODE1] &= ~FMC1_FOGFUNC_MASK;
i915->state.Fog[I915_FOGREG_MODE1] |= FMC1_FOGFUNC_VERTEX;
i915->vertex_fog = I915_FOG_VERTEX;
}
{
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
I915_ACTIVESTATE(i915, I915_UPLOAD_FOG, enabled);
if (enabled)
i915->state.Ctx[I915_CTXREG_LIS5] |= S5_FOG_ENABLE;
else
i915->state.Ctx[I915_CTXREG_LIS5] &= ~S5_FOG_ENABLE;
}
I915_STATECHANGE(i915, I915_UPLOAD_CTX);
I915_ACTIVESTATE(i915, I915_UPLOAD_FOG, enabled);
if (enabled)
i915->state.Ctx[I915_CTXREG_LIS5] |= S5_FOG_ENABLE;
else
i915->state.Ctx[I915_CTXREG_LIS5] &= ~S5_FOG_ENABLE;
/* always enbale pixel fog
* vertex fog use precaculted fog coord will conflict with appended
* fog program
/* Always enable pixel fog. Vertex fog using fog coord will conflict
* with fog code appended onto fragment program.
*/
_tnl_allow_vertex_fog( ctx, 0 );
_tnl_allow_pixel_fog( ctx, 1 );
@@ -669,15 +665,11 @@ i915Fogfv(GLcontext * ctx, GLenum pname, const GLfloat * param)
I915_STATECHANGE(i915, I915_UPLOAD_FOG);
if (i915->state.Fog[I915_FOGREG_MODE1] & FMC1_FOGINDEX_Z) {
i915->state.Fog[I915_FOGREG_MODE3] = (GLuint) (ctx->Fog.Density *
FMC3_D_ONE);
i915->state.Fog[I915_FOGREG_MODE3] =
(GLuint) (ctx->Fog.Density * FMC3_D_ONE);
}
else {
union
{
float f;
int i;
} fi;
fi_type fi;
fi.f = ctx->Fog.Density;
i915->state.Fog[I915_FOGREG_MODE3] = fi.i;
}

View File

@@ -96,7 +96,7 @@ createBPool(int fd, unsigned long bufSize, unsigned numBufs, unsigned flags,
_glthread_INIT_MUTEX(p->mutex);
if (drmBOCreate(fd, 0, numBufs * bufSize, 0, NULL, drm_bo_type_dc,
flags, 0, &p->kernelBO)) {
flags, DRM_BO_HINT_DONT_FENCE, &p->kernelBO)) {
free(p->bufs);
free(p);
return NULL;

View File

@@ -76,7 +76,9 @@ intel_bufferobj_release_region(struct intel_context *intel,
*/
driGenBuffers(intel->intelScreen->regionPool,
"buffer object", 1, &intel_obj->buffer, 64, 0, 0);
LOCK_HARDWARE(intel);
driBOData(intel_obj->buffer, intel_obj->Base.Size, NULL, 0);
UNLOCK_HARDWARE(intel);
}
/* Break the COW tie to the region. Both the pbo and the region end
@@ -137,7 +139,9 @@ intel_bufferobj_data(GLcontext * ctx,
if (intel_obj->region)
intel_bufferobj_release_region(intel, intel_obj);
LOCK_HARDWARE(intel);
driBOData(intel_obj->buffer, size, data, 0);
UNLOCK_HARDWARE(intel);
}

View File

@@ -33,6 +33,7 @@
#include "extensions.h"
#include "framebuffer.h"
#include "imports.h"
#include "points.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
@@ -208,7 +209,6 @@ static const struct tnl_pipeline_stage *intel_pipeline[] = {
&_tnl_texgen_stage,
&_tnl_texture_transform_stage,
&_tnl_point_attenuation_stage,
&_tnl_arb_vertex_program_stage,
&_tnl_vertex_program_stage,
#if 1
&_intel_render_stage, /* ADD: unclipped rastersetup-to-dma */
@@ -346,7 +346,15 @@ intelInitContext(struct intel_context *intel,
drmI830Sarea *saPriv = (drmI830Sarea *)
(((GLubyte *) sPriv->pSAREA) + intelScreen->sarea_priv_offset);
int fthrottle_mode;
GLboolean havePools;
DRM_LIGHT_LOCK(sPriv->fd, &sPriv->pSAREA->lock, driContextPriv->hHWContext);
havePools = intelCreatePools(intelScreen);
DRM_UNLOCK(sPriv->fd, &sPriv->pSAREA->lock, driContextPriv->hHWContext);
if (!havePools)
return GL_FALSE;
if (!_mesa_initialize_context(&intel->ctx,
mesaVis, shareCtx,
functions, (void *) intel))
@@ -390,6 +398,11 @@ intelInitContext(struct intel_context *intel,
ctx->Const.MaxPointSizeAA = 3.0;
ctx->Const.PointSizeGranularity = 1.0;
/* reinitialize the context point state.
* It depend on constants in __GLcontextRec::Const
*/
_mesa_init_point(ctx);
ctx->Const.MaxColorAttachments = 4; /* XXX FBO: review this */
/* Initialize the software rasterizer and helper modules. */
@@ -581,10 +594,11 @@ intelMakeCurrent(__DRIcontextPrivate * driContextPriv,
}
/* set GLframebuffer size to match window, if needed */
if (driReadPriv != driDrawPriv && readFb->Width != driReadPriv->w) {
_mesa_resize_framebuffer(&intel->ctx, readFb,
driReadPriv->w, driReadPriv->h);
}
driUpdateFramebufferSize(&intel->ctx, driDrawPriv);
if (driReadPriv != driDrawPriv) {
driUpdateFramebufferSize(&intel->ctx, driReadPriv);
}
_mesa_make_current(&intel->ctx, &intel_fb->Base, readFb);

View File

@@ -80,21 +80,33 @@ intel_flip_renderbuffers(struct intel_framebuffer *intel_fb)
{
int current_page = intel_fb->pf_current_page;
int next_page = (current_page + 1) % intel_fb->pf_num_pages;
struct gl_renderbuffer *tmp_rb;
/* Exchange renderbuffers if necessary but make sure their reference counts
* are preserved.
*/
if (intel_fb->color_rb[current_page] &&
intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer !=
&intel_fb->color_rb[current_page]->Base) {
_mesa_remove_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_FRONT_LEFT,
&intel_fb->color_rb[current_page]->Base);
tmp_rb = NULL;
_mesa_reference_renderbuffer(&tmp_rb,
intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
tmp_rb = &intel_fb->color_rb[current_page]->Base;
_mesa_reference_renderbuffer(
&intel_fb->Base.Attachment[BUFFER_FRONT_LEFT].Renderbuffer, tmp_rb);
_mesa_reference_renderbuffer(&tmp_rb, NULL);
}
if (intel_fb->color_rb[next_page] &&
intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer !=
&intel_fb->color_rb[next_page]->Base) {
_mesa_remove_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT);
_mesa_add_renderbuffer(&intel_fb->Base, BUFFER_BACK_LEFT,
&intel_fb->color_rb[next_page]->Base);
tmp_rb = NULL;
_mesa_reference_renderbuffer(&tmp_rb,
intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer);
tmp_rb = &intel_fb->color_rb[next_page]->Base;
_mesa_reference_renderbuffer(
&intel_fb->Base.Attachment[BUFFER_BACK_LEFT].Renderbuffer, tmp_rb);
_mesa_reference_renderbuffer(&tmp_rb, NULL);
}
}
@@ -297,27 +309,39 @@ static GLboolean
intel_alloc_window_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat, GLuint width, GLuint height)
{
struct intel_context *intel = intel_context(ctx);
struct intel_framebuffer *intel_fb;
ASSERT(rb->Name == 0);
rb->Width = width;
rb->Height = height;
rb->_ActualFormat = internalFormat;
if (intel && intel->driDrawable &&
(intel_fb = intel->driDrawable->driverPrivate) &&
intel_fb->pf_num_pages == 3 &&
rb == &intel_fb->color_rb[intel_fb->pf_current_page]->Base &&
(rb = &intel_fb->color_rb[(intel_fb->pf_current_page + 2) % 3]->Base)) {
rb->Width = width;
rb->Height = height;
rb->_ActualFormat = internalFormat;
}
return GL_TRUE;
}
static void
intel_resize_buffers(GLcontext *ctx, struct gl_framebuffer *fb,
GLuint width, GLuint height)
{
struct intel_framebuffer *intel_fb = (struct intel_framebuffer*)fb;
int i;
_mesa_resize_framebuffer(ctx, fb, width, height);
fb->Initialized = GL_TRUE; /* XXX remove someday */
if (fb->Name != 0) {
return;
}
/* Make sure all window system renderbuffers are up to date */
for (i = 0; i < 3; i++) {
struct gl_renderbuffer *rb = &intel_fb->color_rb[i]->Base;
/* only resize if size is changing */
if (rb && (rb->Width != width || rb->Height != height)) {
rb->AllocStorage(ctx, rb, rb->InternalFormat, width, height);
}
}
}
static GLboolean
intel_nop_alloc_storage(GLcontext * ctx, struct gl_renderbuffer *rb,
@@ -496,7 +520,7 @@ intel_framebuffer_renderbuffer(GLcontext * ctx,
/**
* When glFramebufferTexture[123]D is called this function sets up the
* gl_renderbuffer wrapp around the texture image.
* gl_renderbuffer wrapper around the texture image.
* This will have the region info needed for hardware rendering.
*/
static struct intel_renderbuffer *
@@ -582,7 +606,7 @@ intel_render_texture(GLcontext * ctx,
irb = intel_wrap_texture(ctx, newImage);
if (irb) {
/* bind the wrapper to the attachment point */
att->Renderbuffer = &irb->Base;
_mesa_reference_renderbuffer(&att->Renderbuffer, &irb->Base);
}
else {
/* fallback to software rendering */
@@ -659,4 +683,5 @@ intel_fbo_init(struct intel_context *intel)
intel->ctx.Driver.FramebufferRenderbuffer = intel_framebuffer_renderbuffer;
intel->ctx.Driver.RenderTexture = intel_render_texture;
intel->ctx.Driver.FinishRenderTexture = intel_finish_render_texture;
intel->ctx.Driver.ResizeBuffers = intel_resize_buffers;
}

View File

@@ -317,7 +317,7 @@ intel_miptree_image_data(struct intel_context *intel,
0, 0, /* source x, y */
dst->level[level].width, height); /* width, height */
src += src_image_pitch;
src += src_image_pitch * dst->cpp;
}
}

View File

@@ -90,6 +90,7 @@ intel_region_alloc(intelScreenPrivate *intelScreen,
GLuint cpp, GLuint pitch, GLuint height)
{
struct intel_region *region = calloc(sizeof(*region), 1);
struct intel_context *intel = intelScreenContext(intelScreen);
DBG("%s\n", __FUNCTION__);
@@ -107,7 +108,9 @@ intel_region_alloc(intelScreenPrivate *intelScreen,
0,
#endif
0);
LOCK_HARDWARE(intel);
driBOData(region->buffer, pitch * cpp * height, NULL, 0);
UNLOCK_HARDWARE(intel);
return region;
}
@@ -392,6 +395,8 @@ void
intel_region_release_pbo(intelScreenPrivate *intelScreen,
struct intel_region *region)
{
struct intel_context *intel = intelScreenContext(intelScreen);
assert(region->buffer == region->pbo->buffer);
region->pbo->region = NULL;
region->pbo = NULL;
@@ -400,8 +405,11 @@ intel_region_release_pbo(intelScreenPrivate *intelScreen,
driGenBuffers(intelScreen->regionPool,
"region", 1, &region->buffer, 64, 0, 0);
LOCK_HARDWARE(intel);
driBOData(region->buffer,
region->cpp * region->pitch * region->height, NULL, 0);
UNLOCK_HARDWARE(intel);
}
/* Break the COW tie to the pbo. Both the pbo and the region end up

View File

@@ -386,6 +386,45 @@ intelUpdateScreenFromSAREA(intelScreenPrivate * intelScreen,
intelPrintSAREA(sarea);
}
GLboolean
intelCreatePools(intelScreenPrivate *intelScreen)
{
unsigned batchPoolSize = 1024*1024;
__DRIscreenPrivate * sPriv = intelScreen->driScrnPriv;
if (intelScreen->havePools)
return GL_TRUE;
batchPoolSize /= intelScreen->maxBatchSize;
intelScreen->regionPool = driDRMPoolInit(sPriv->fd);
if (!intelScreen->regionPool)
return GL_FALSE;
intelScreen->staticPool = driDRMStaticPoolInit(sPriv->fd);
if (!intelScreen->staticPool)
return GL_FALSE;
intelScreen->texPool = intelScreen->regionPool;
intelScreen->batchPool = driBatchPoolInit(sPriv->fd,
DRM_BO_FLAG_EXE |
DRM_BO_FLAG_MEM_TT |
DRM_BO_FLAG_MEM_LOCAL,
intelScreen->maxBatchSize,
batchPoolSize, 5);
if (!intelScreen->batchPool) {
fprintf(stderr, "Failed to initialize batch pool - possible incorrect agpgart installed\n");
return GL_FALSE;
}
intel_recreate_static_regions(intelScreen);
intelScreen->havePools = GL_TRUE;
return GL_TRUE;
}
static GLboolean
intelInitDriver(__DRIscreenPrivate * sPriv)
@@ -393,7 +432,6 @@ intelInitDriver(__DRIscreenPrivate * sPriv)
intelScreenPrivate *intelScreen;
I830DRIPtr gDRIPriv = (I830DRIPtr) sPriv->pDevPriv;
drmI830Sarea *sarea;
unsigned batchPoolSize = 1024*1024;
PFNGLXSCRENABLEEXTENSIONPROC glx_enable_extension =
(PFNGLXSCRENABLEEXTENSIONPROC) (*dri_interface->
@@ -426,7 +464,6 @@ intelInitDriver(__DRIscreenPrivate * sPriv)
intelScreen->deviceID = gDRIPriv->deviceID;
if (intelScreen->deviceID == PCI_CHIP_I865_G)
intelScreen->maxBatchSize = 4096;
batchPoolSize /= intelScreen->maxBatchSize;
intelScreen->mem = gDRIPriv->mem;
intelScreen->cpp = gDRIPriv->cpp;
@@ -517,31 +554,6 @@ intelInitDriver(__DRIscreenPrivate * sPriv)
(*glx_enable_extension) (psc, "GLX_SGI_make_current_read");
}
intelScreen->regionPool = driDRMPoolInit(sPriv->fd);
if (!intelScreen->regionPool)
return GL_FALSE;
intelScreen->staticPool = driDRMStaticPoolInit(sPriv->fd);
if (!intelScreen->staticPool)
return GL_FALSE;
intelScreen->texPool = intelScreen->regionPool;
intelScreen->batchPool = driBatchPoolInit(sPriv->fd,
DRM_BO_FLAG_EXE |
DRM_BO_FLAG_MEM_TT |
DRM_BO_FLAG_MEM_LOCAL,
intelScreen->maxBatchSize,
batchPoolSize, 5);
if (!intelScreen->batchPool) {
fprintf(stderr, "Failed to initialize batch pool - possible incorrect agpgart installed\n");
return GL_FALSE;
}
intel_recreate_static_regions(intelScreen);
return GL_TRUE;
}
@@ -553,9 +565,11 @@ intelDestroyScreen(__DRIscreenPrivate * sPriv)
intelUnmapScreenRegions(intelScreen);
driPoolTakeDown(intelScreen->regionPool);
driPoolTakeDown(intelScreen->staticPool);
driPoolTakeDown(intelScreen->batchPool);
if (intelScreen->havePools) {
driPoolTakeDown(intelScreen->regionPool);
driPoolTakeDown(intelScreen->staticPool);
driPoolTakeDown(intelScreen->batchPool);
}
FREE(intelScreen);
sPriv->private = NULL;
}
@@ -613,6 +627,8 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
&intel_fb->color_rb[1]->Base);
if (screen->third.handle) {
struct gl_renderbuffer *tmp_rb = NULL;
intel_fb->color_rb[2]
= intel_create_renderbuffer(rgbFormat,
screen->width, screen->height,
@@ -621,6 +637,7 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
screen->cpp,
screen->third.map);
intel_set_span_functions(&intel_fb->color_rb[2]->Base);
_mesa_reference_renderbuffer(&tmp_rb, &intel_fb->color_rb[2]->Base);
}
}
@@ -889,6 +906,7 @@ __driCreateNewScreen_20050727(__DRInativeDisplay * dpy, int scrn,
ddx_version, dri_version, drm_version,
frame_buffer, pSAREA, fd,
internal_api_version, &intelAPI);
if (psp != NULL) {
I830DRIPtr dri_priv = (I830DRIPtr) psp->pDevPriv;
*driver_modes = intelFillInModes(dri_priv->cpp * 8,

View File

@@ -95,6 +95,7 @@ typedef struct
struct _DriBufferPool *regionPool;
struct _DriBufferPool *staticPool;
unsigned int maxBatchSize;
GLboolean havePools;
} intelScreenPrivate;
@@ -130,5 +131,7 @@ extern struct intel_context *intelScreenContext(intelScreenPrivate *intelScreen)
extern void
intelUpdateScreenRotation(__DRIscreenPrivate * sPriv, drmI830Sarea * sarea);
extern GLboolean
intelCreatePools(intelScreenPrivate *intelScreen);
#endif

View File

@@ -329,25 +329,7 @@ intelTexImage(GLcontext * ctx,
texImage->TexFormat = intelChooseTextureFormat(ctx, internalFormat,
format, type);
assert(texImage->TexFormat);
switch (dims) {
case 1:
texImage->FetchTexelc = texImage->TexFormat->FetchTexel1D;
texImage->FetchTexelf = texImage->TexFormat->FetchTexel1Df;
break;
case 2:
texImage->FetchTexelc = texImage->TexFormat->FetchTexel2D;
texImage->FetchTexelf = texImage->TexFormat->FetchTexel2Df;
break;
case 3:
texImage->FetchTexelc = texImage->TexFormat->FetchTexel3D;
texImage->FetchTexelf = texImage->TexFormat->FetchTexel3Df;
break;
default:
assert(0);
break;
}
_mesa_set_fetch_functions(texImage, dims);
if (texImage->TexFormat->TexelBytes == 0) {
/* must be a compressed format */
@@ -632,6 +614,7 @@ intel_get_tex_image(GLcontext * ctx, GLenum target, GLint level,
intelImage->level,
&intelImage->base.RowStride,
intelImage->base.ImageOffsets);
intelImage->base.RowStride /= intelImage->mt->cpp;
}
else {
/* Otherwise, the image should actually be stored in

View File

@@ -148,7 +148,7 @@ GLboolean brwCreateContext( const __GLcontextModes *mesaVis,
brw->emit_state_always = 0;
ctx->_MaintainTexEnvProgram = 1;
ctx->FragmentProgram._MaintainTexEnvProgram = 1;
brw_draw_init( brw );

View File

@@ -35,7 +35,8 @@
#include "context.h"
#include "macros.h"
#include "enums.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "shader/prog_statevars.h"
#include "intel_batchbuffer.h"
#include "brw_context.h"
#include "brw_defines.h"

View File

@@ -35,7 +35,7 @@
#include "brw_structs.h"
#include "brw_defines.h"
#include "shader/program.h"
#include "shader/prog_instruction.h"
#define BRW_SWIZZLE4(a,b,c,d) (((a)<<0) | ((b)<<2) | ((c)<<4) | ((d)<<6))
#define BRW_GET_SWZ(swz, idx) (((swz) >> ((idx)*2)) & 0x3)

View File

@@ -35,8 +35,6 @@
#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "enums.h"
#include "dd.h"
#include "shader/arbprogparse.h"

View File

@@ -29,7 +29,7 @@
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "shader/prog_parameter.h"
#include "brw_context.h"
#include "brw_aub.h"
#include "brw_util.h"

View File

@@ -30,9 +30,9 @@
*/
#include "brw_util.h"
#include "mtypes.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
#include "brw_util.h"
#include "brw_defines.h"
GLuint brw_count_bits( GLuint val )
@@ -45,7 +45,7 @@ GLuint brw_count_bits( GLuint val )
}
static GLuint brw_parameter_state_flags(const enum state_index state[])
static GLuint brw_parameter_state_flags(const gl_state_index state[])
{
switch (state[0]) {
case STATE_MATERIAL:
@@ -70,22 +70,16 @@ static GLuint brw_parameter_state_flags(const enum state_index state[])
case STATE_POINT_ATTENUATION:
return _NEW_POINT;
case STATE_MATRIX:
switch (state[1]) {
case STATE_MODELVIEW:
return _NEW_MODELVIEW;
case STATE_PROJECTION:
return _NEW_PROJECTION;
case STATE_MVP:
return _NEW_MODELVIEW | _NEW_PROJECTION;
case STATE_TEXTURE:
return _NEW_TEXTURE_MATRIX;
case STATE_PROGRAM:
return _NEW_TRACK_MATRIX;
default:
assert(0);
return 0;
}
case STATE_MODELVIEW_MATRIX:
return _NEW_MODELVIEW;
case STATE_PROJECTION_MATRIX:
return _NEW_PROJECTION;
case STATE_MVP_MATRIX:
return _NEW_MODELVIEW | _NEW_PROJECTION;
case STATE_TEXTURE_MATRIX:
return _NEW_TEXTURE_MATRIX;
case STATE_PROGRAM_MATRIX:
return _NEW_TRACK_MATRIX;
case STATE_DEPTH_RANGE:
return _NEW_VIEWPORT;

View File

@@ -34,8 +34,7 @@
#include "brw_vs.h"
#include "brw_util.h"
#include "brw_state.h"
#include "program.h"
#include "shader/arbprogparse.h"
#include "shader/prog_print.h"

View File

@@ -30,10 +30,8 @@
*/
#include "brw_context.h"
#include "program.h"
#include "program_instruction.h"
#include "macros.h"
#include "brw_context.h"
#include "brw_vs.h"
/* Component is active if it may diverge from [0,0,0,1]. Undef values

View File

@@ -30,10 +30,11 @@
*/
#include "brw_context.h"
#include "program.h"
#include "program_instruction.h"
#include "macros.h"
#include "shader/prog_parameter.h"
#include "shader/prog_print.h"
#include "brw_context.h"
#include "brw_vs.h"

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