Only use the macro variant of MAD when absolutely necessary.
Apparently it cannot deal with relative addressing.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
Find used temporaries even if they are only written to in dead code.
This fixes a bug in the NQSSADCE stage.
Signed-off-by: Nicolai Hähnle <nhaehnle@gmail.com>
This is to allow a driver to drive multiple displays. Remove the use of
_EGL_PLATFORM_X and obsolete code along the way.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
i965: fix incorrect tex unit in emit_tex() and emit_txb()
The instructions we're translating already went through the brw_wm_pass_fp()
function which does the sampler->texture unit mapping. We were applying
the sample->unit mapping a second time in the GLSL texture emitters.
Often, this made no difference but other times it could lead to accessing
an invalid texture and could cause a GPU lockup.
Need to add the 'offset' parameter when indexing the parameter array.
Before, if we were setting arrays of samplers, we were actually only
setting the 0th sampler's value.
Because of how progs/glsl/samplers.c is constructed, this wasn't showing
up as a failure in the samplers_array output.
st/xorg: Add support for dirty framebuffer region reporting.
Add a BlockHandler which flushes the context and reports the dirty region
gathered using the X server damage layer.
In the interim, with dirty region reporting only allocate textures for the
framebuffer and shared pixmaps (e.g. DRI2 buffers) and fall back to software
for other pixmaps. This will be improved in the future.
Shader validation should fail if there are two samplers of different types
which reference the same texture unit. For example, if a cubemap sampler
and a 2D sampler both reference texture unit 0, that's invalid.