All of the GLSL specs from GLSL 1.30 (and GLSL ES 3.00) onward contain language requiring certain integer variables to be declared with the "flat" keyword, but they differ in exactly *when* the rule is enforced: (a) GLSL 1.30 and 1.40 say that vertex shader outputs having integral type must be declared as "flat". There is no restriction on fragment shader inputs. (b) GLSL 1.50 through 4.30 say that fragment shader inputs having integral type must be declared as "flat". There is no restriction on vertex shader outputs. (c) GLSL ES 3.00 says that both vertex shader outputs and fragment shader inputs having integral type must be declared as "flat". Previously, Mesa's behaviour was consistent with (a). This patch makes it consistent with (b) when compiling desktop shaders, and (c) when compiling ES shaders. Rationale for desktop shaders: once we add geometry shaders, (b) really seems like the right choice, because it requires "flat" in just the situations where it matters. Since we may want to extend geometry shader support back before GLSL 1.50 (via ARB_geometry_shader4), it seems sensible to apply this rule to all GLSL versions. Also, this matches the behaviour of the nVidia proprietary driver for Linux, and the expectations of Intel's oglconform test suite. Rationale for ES shaders: since the behaviour specified in GLSL ES 3.00 matches neither pre-GLSL-1.50 nor post-GLSL-1.50 behaviour, it seems likely that this was a deliberate choice on the part of the GLES folks to be more restrictive. Also, the argument in favor of (b) doesn't apply to GLES, since it doesn't support geometry shaders at all. Some discussion about this has already happened on the Mesa-dev list. See: http://lists.freedesktop.org/archives/mesa-dev/2013-February/034199.html Fixes piglit tests: - glsl-1.30/compiler/interpolation-qualifiers/nonflat-*.frag - glsl-1.30/compiler/interpolation-qualifiers/vs-flat-int-0{2,3,4,5}.vert - glsl-es-3.00/compiler/interpolation-qualifiers/varying-struct-nonflat-{int,uint}.frag Fixes oglconform tests: - glsl-q-inperpol negative.fragin.{int,uint,ivec,uvec} Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> |
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docs/README.WIN32
File: docs/README.WIN32 Last updated: 23 April 2011 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. 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. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.