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* use FRAG_BIT_TEX()Brian2007-01-241-1/+1
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* fix varying interpolationBrian2007-01-241-2/+5
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* only setup varying vars that will be usedBrian2007-01-242-25/+35
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* added FRAG_BIT_TEX() and FRAG_BIT_VAR() macrosBrian2007-01-241-0/+4
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* updated commentBrian2007-01-231-2/+1
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* indicate which opcodes are used by Mesa GLSL, updated commentsBrian2007-01-231-92/+102
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* fix g++ warnings/errorsBrian2007-01-2311-48/+54
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* added shading.html linkBrian2007-01-211-0/+1
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* Added a page with shading language status, tips, etc.Brian2007-01-201-0/+116
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* Add a simple mechanism for annotating instructions for easier debugging.Brian2007-01-201-4/+148
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* optimization: emit MAD instructions when possibleBrian2007-01-201-10/+50
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* remove unused swizzle parameter to -storage_to_src_reg()Brian2007-01-201-18/+9
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* Initial implementation of OPCODE_IF/ELSE/ENDIF instructions.Brian2007-01-208-3/+182
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* Reimplement && and || to do short-circuit evaluation.Brian2007-01-204-117/+159
| | | | Improved shader error handling.
* rewrite more __postIncr functionsBrian2007-01-202-105/+137
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* Implement do/while loops. Replace IR_CJUMP with IR_CJUMP0 and IR_CJUMP1 soBrian2007-01-193-16/+79
| | | | we can either jump on zero, or non-zero predicate.
* Rewrite normalize(vec3/vec4) to use one less register.Brian2007-01-192-335/+346
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* report error message when something failsBrian2007-01-191-2/+23
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* print error msg when there's a problemBrian2007-01-191-1/+4
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* remove stray tabBrian2007-01-191-1/+1
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* Implement fragment discard/kill.Brian2007-01-193-1/+24
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* change while-loop to create new scope for loop body, per specBrian2007-01-192-3/+3
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* Implement constant sharing so that 4 float constants can share a singleBrian2007-01-182-12/+19
| | | | float[4] register slot.
* _mesa_add_unnamed_constant() now tries to re-use constants already inBrian2007-01-181-30/+57
| | | | the parameter list.
* Reimplement code for swizzling so that expressions like (p+q).x for vectors ↵Brian2007-01-184-91/+129
| | | | p and q works correctly.
* rewrite a bunch of assignment operators (like +=)Brian2007-01-182-488/+495
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* remove debug codeBrian2007-01-181-4/+0
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* remove swizzle param from new_var()Brian2007-01-181-5/+5
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* rewrite additional matrix-related functions to reduce register needsBrian2007-01-172-468/+463
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* rewrite mat4 * mat4 operator to use fewer tempsBrian2007-01-172-383/+430
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* do bounds check in _slang_push_var_table(), added commentBrian2007-01-171-1/+3
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* rewrite matrix constructorsBrian2007-01-172-787/+928
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* handle var size > 4 in _slang_pop_var_table()Brian2007-01-171-3/+7
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* minor fprintf() changeBrian2007-01-171-1/+1
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* Rewrite a bunch of constructors. It's now important that the firstBrian2007-01-172-713/+801
| | | | | | | 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.
* _slang_gen_function_call_name() now tries to adapt function calls (expandBrian2007-01-172-12/+44
| | | | vectors, insert casts) when a perfect match isn't found.
* New _slang_adapt_call() function.Brian2007-01-172-0/+154
| | | | | | | | | | | | 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]))
* code clean-up, re-org. Added IR_F_TO_I support.Brian2007-01-171-90/+112
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* added IR_F_TO_I, update commentsBrian2007-01-171-3/+4
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* Added OPCODE_INT to convert 4 floats to 4 ints.Brian2007-01-174-0/+30
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* add texturing, other optionsBrian2007-01-171-6/+152
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* Fix/clean-up a number of things related to variable/temporary allocation.Brian2007-01-173-29/+54
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* Implement codegen for the selection operator ( b ? x : y )Brian2007-01-162-19/+104
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* fix typoBrian2007-01-161-1/+1
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* draw a box, press 'a' to animateBrian2007-01-161-4/+67
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* added some VerteAttrib funcsBrian2007-01-161-0/+6
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* Added toyball and bumpmap tests using shaders from the OpenGL Shading ↵Brian2007-01-168-4/+854
| | | | Language (orange) book.
* when automatically binding vertex attributes, start with attrib 1, not 0Brian2007-01-161-2/+5
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* remove dead codeBrian2007-01-161-11/+0
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* commentsBrian2007-01-162-60/+50
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