Nicolai Haehnle wrote:
> On 3/27/07, Brian Paul <[EMAIL PROTECTED]> wrote:
>> Keith Whitwell wrote:
>>> This is not the first time someone has tried to remove that field.  Dont!  
>>> Just because it isn't used in core mesa doesn't mean the drivers don't rely 
>>> on it...
>>>
>>> Yes, it's ugly, but it is currently neccessary.
>> Sorry, Keith.
>>
>> I made a bunch of changes to the ctx->FragmentProgram._Current,
>> _Enabled, _Active, etc. field usage in light of the shading language
>> work.  I know the drivers use _UseTexEnvProgram but, like I said, I
>> believed an overhaul in the logic took away the need for it.
>>
>> Unfortunately, my i915 system is still out of order.  I _think_ things
>> will work again now but I know there are still some additional issues
>> with the _Current/_Active fields that'll I'll have to get back to someday.
>>
>> Nicolai, can you retest the R300 w/ glean?
> 
> Sorry for taking so long with this, but real life reared its ugly
> head. In any case, I can confirm that texEnv and texCombine work
> correctly again on R300.
> 
> pixelFormat and texgen are still broken, I'm looking into that.
> 

I have found another regression caused by the glsl-compiler-1 merge.
Quake3 looks horrible on R300. When you look at the vertex/fragment
program difference. (oh and a ';' is missing after END =)

good is before merge, bad is after:
--- r300_good.txt       2007-04-02 19:44:50.000000000 +0200
+++ r300_bad.txt        2007-04-02 19:44:03.000000000 +0200
@@ -1,12 +1,13 @@
 Mesa program:
 -------------
-  0: TXP  TEMP[0], INPUT[4], texture[0], 2D
-  1: TXP  TEMP[1], INPUT[5], texture[1], 2D
-  2: MUL_SAT TEMP[2].xyz, TEMP[0], INPUT[1];
-  3: MOV_SAT TEMP[2].w, INPUT[1];
-  4: MUL OUTPUT[0].xyz, TEMP[1], TEMP[2];
-  5: MOV OUTPUT[0].w, TEMP[2];
-  6: END;
+# Fragment Program/Shader
+  0: TXP TEMP[0] (cond???..xxxx), INPUT[4], texture[0], 2D;
+  1: TXP TEMP[1] (cond???..xxxx), INPUT[5], texture[1], 2D;
+  2: MUL_SAT TEMP[2].xyz (cond???..xxxx), TEMP[0], INPUT[1];
+  3: MOV_SAT TEMP[2].w (cond???..xxxx), INPUT[1];
+  4: MUL OUTPUT[0].xyz (cond???..xxxx), TEMP[1], TEMP[2];
+  5: MOV OUTPUT[0].w (cond???..xxxx), TEMP[2];
+  6: END
 Hardware program
 ----------------
 NODE 0: alu_offset: 0, tex_offset: 0, alu_end: 1, tex_end: 1
@@ -22,11 +23,11 @@
      xyz:   t4.xyz   t5.xyz      0.0    op: 00050200
        w:     t5.w      1.0      0.0    op: 00040889
 vertex prog:
+# Vertex Program/Shader
   0: MUL TEMP[0], INPUT[0].xxxx, STATE[0];
   1: MAD TEMP[0], INPUT[0].yyyy, STATE[1], TEMP[0];
   2: MAD TEMP[0], INPUT[0].zzzz, STATE[2], TEMP[0];
   3: MAD OUTPUT[0], INPUT[0].wwww, STATE[3], TEMP[0];
   4: MOV OUTPUT[1], INPUT[3];
   5: MOV OUTPUT[4], INPUT[8];
-  6: MOV OUTPUT[5], INPUT[9];
-  7: END;
+  6: END


Rune Petersen

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