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path: root/src/compiler/glsl/linker.cpp
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* glsl: Lower vector_extracts to swizzles after lower_vector_derefs.Kenneth Graunke2016-04-291-0/+1
* glsl: Rename "vertex_input_slots" -> "is_vertex_input"Matt Turner2016-04-131-3/+3
* glsl/linker: Recurse on struct fields when adding shader variablesKristian Høgsberg Kristensen2016-04-121-6/+45
* glsl/linker: Pass name and type through to create_shader_variable()Kristian Høgsberg Kristensen2016-04-121-9/+12
* glsl/linker: Pass absolute location to add_shader_variable()Kristian Høgsberg Kristensen2016-04-121-7/+10
* glsl/linker: Add add_shader_variable() helperKristian Høgsberg Kristensen2016-04-121-19/+23
* glsl: handle unsigned int wraparound in link_shaders()Lars Hamre2016-04-091-4/+4
* glsl: fully split apart buffer block arraysTimothy Arceri2016-04-061-123/+102
* glsl: store ubo or ssbo index in block indexTimothy Arceri2016-04-021-3/+7
* glsl: store stage reference in gl_uniform_blockTimothy Arceri2016-04-021-15/+22
* glsl: simplify buffer block resource limit checkingTimothy Arceri2016-04-021-55/+32
* glsl: simplify SSBO resources checkTimothy Arceri2016-04-021-7/+1
* glsl: split buffer block arrays earlierTimothy Arceri2016-04-021-27/+27
* glsl: Fix prorgram interface query locations biasing for SSO.Kenneth Graunke2016-04-011-5/+13
* glsl: Return -1 for program interface query locations in many cases.Kenneth Graunke2016-04-011-5/+33
* glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.Kenneth Graunke2016-04-011-2/+10
* glsl: Clean up some leftover cruft.Kenneth Graunke2016-04-011-4/+1
* glsl: Add all system variables to the input resource list.Kenneth Graunke2016-04-011-10/+0
* glsl: Delete hack for VS system values.Kenneth Graunke2016-04-011-4/+0
* glsl: Make add_interface_variables only consider the appropriate stage.Kenneth Graunke2016-04-011-1/+1
* glsl: Clarify "mask" variable in add_interface_variables().Kenneth Graunke2016-04-011-5/+5
* glsl: Pass stage to add_interface_variables().Kenneth Graunke2016-04-011-5/+5
* glsl: Exclude ir_var_hidden variables from the program resource list.Kenneth Graunke2016-04-011-1/+1
* glsl: add transform feedback buffers to resource listTimothy Arceri2016-03-311-1/+13
* glsl: validate global out xfb_stride qualifiers and set stride on empty buffersTimothy Arceri2016-03-311-0/+65
* glsl: basic linking support for xfb qualifiersTimothy Arceri2016-03-311-6/+32
* glsl: reduce buffer block duplicationTimothy Arceri2016-03-261-32/+46
* glsl: report correct number of allowed vertex inputs and fragment outputsIago Toral Quiroga2016-03-101-3/+4
* glsl: avoid stack smashing when there are too many attributesIlia Mirkin2016-03-071-0/+7
* glsl: Initialize gl_shader_program::EmptyUniformLocations.Matt Turner2016-03-011-1/+0
* compiler/glsl: Fix uniform location counting.Plamena Manolova2016-02-181-24/+46
* glsl: Disallow transform feedback varyings with compute shaders.Kenneth Graunke2016-02-091-2/+3
* glsl: remove unrequired forward declarationTimothy Arceri2016-02-091-2/+0
* glsl: clean up and fix bug in varying linking rulesTimothy Arceri2016-02-091-74/+63
* glsl: simplify ES Vertex/Fragment shader requirementsTimothy Arceri2016-02-091-28/+28
* glsl: simplify required stages for linking rulesTimothy Arceri2016-02-091-43/+41
* glsl: small tidy up now that link_shaders() exits early with 0 shadersTimothy Arceri2016-02-091-6/+4
* glsl: don't attempt to link empty programTimothy Arceri2016-02-091-23/+23
* glsl: make sure builtins are initialized before getting the shaderIlia Mirkin2016-02-071-0/+1
* glsl: remove old FINISHMETimothy Arceri2016-01-271-2/+0
* glsl: move to compiler/Emil Velikov2016-01-261-0/+4676