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path: root/src/compiler/glsl/linker.cpp
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* glsl/linker: Fix trivial typos in commentsIan Romanick2016-05-181-3/+3
* glsl/linker: Silence unused parameter warningIan Romanick2016-05-181-3/+2
* glsl: don't incorrectly eliminate patches with explicit locationsTimothy Arceri2016-05-171-1/+2
* glsl/linker: Include the interface name for input and output blocksIan Romanick2016-05-161-1/+16
* glsl/linker: Use canonical format for ARB_program_interface_query spec quotesIan Romanick2016-05-161-49/+51
* Revert "glsl: Extend lowering pass for gl_ClipDistance to support other array...Dave Airlie2016-05-141-3/+1
* glsl: Add arb_cull_distance support (v3)Tobias Klausmann2016-05-141-24/+84
* glsl: Extend lowering pass for gl_ClipDistance to support other arrays (v4)Tobias Klausmann2016-05-141-1/+3
* mesa/main: Add support for GL_ARB_cull_distance (v2)Tobias Klausmann2016-05-141-1/+1
* glsl: use var with initializer on global var validationJuan A. Suarez Romero2016-05-111-22/+5
* mesa: add LOCATION_COMPONENT support to GetProgramResourceivTimothy Arceri2016-05-011-0/+1
* glsl: validate linking of intrastage component qualifiersTimothy Arceri2016-05-011-0/+7
* glsl: update explicit location matching to support component qualifierTimothy Arceri2016-05-011-4/+5
* 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