I'm getting close to merging the glsl-compiler-1 branch into the Mesa 
trunk.  I did a trunk-to-branch merge today.  I need to at least make 
sure the DRI drivers build (they don't right now).

The docs/shading.html file is up to date and gives the status of the 
compiler, tips for writing shaders, etc.

A few other highlights:

1. Both vertex and fragment programs are now interpreted/executed in 
software with the same code.  Previously, there were separate 
interpreters in nvvertexec.c and s_fragprog.c.  The new interpreter is 
in prog_execute.c.  There other vertex program interpreter in 
t_vb_arbprogram.c file still exists though.  It needs to be updated to 
handle the new branching/looping instructions.  Though, that code might 
go away entirely too one of these days.

2. A stand-alone GLSL compiler.  At XDC, Dave Reveman mentioned that it 
would be useful for him to have a tool to convert shaders into low-level 
GPU programs, like those of GL_ARB_fragment_program.  It occured to me 
that it would be possible to write a Mesa driver (an executable, 
actually) that would just compile shaders and emit GPU programs.  So, I 
wrote a driver to do just that.  It's also described in the 
docs/shading.html file.

-Brian

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