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* glsl: don't apply uniform/buffer layouts to interface blocksTimothy Arceri2016-03-051-6/+7
* glsl: Improve the accuracy of the acos() approximation.Francisco Jerez2016-03-031-1/+1
* glsl: Parameterize asin_expr() on the fit coefficients.Kenneth Graunke2016-03-031-6/+6
* glsl/opt_array_splitting: Fix indentationIago Toral Quiroga2016-03-031-28/+26
* glsl/opt_array_splitting: Fix crash when doing array indexing into other arraysIago Toral Quiroga2016-03-031-2/+12
* glsl: replace remaining tabs in ir_builder.cppTimothy Arceri2016-03-031-6/+6
* glsl: Initialize gl_shader_program::EmptyUniformLocations.Matt Turner2016-03-011-1/+0
* Android: glsl: fix dependence on YACC_HEADER_SUFFIX from build systemRob Herring2016-02-291-0/+2
* Android: fix build break from nir/glsl move to compiler/Rob Herring2016-02-292-3/+2
* mesa: add GL_OES_gpu_shader5 and GL_EXT_gpu_shader5 supportIlia Mirkin2016-02-276-57/+90
* glsl: Consider ubo_load to be a horizontal operation.Matt Turner2016-02-251-0/+1
* glsl/ast: Implicit conversion from double to float is not allowedAndres Gomez2016-02-251-4/+3
* glsl: Detect do-while-false loops and unroll themIan Romanick2016-02-241-4/+26
* glsl: Implement the required built-in functions when OES_shader_image_atomic ...Francisco Jerez2016-02-221-18/+43
* glsl: Add usual extension boilerplate for OES_shader_image_atomic.Francisco Jerez2016-02-223-0/+6
* glsl: fix emit_inline_matrix_constructor for doublesIago Toral Quiroga2016-02-191-6/+13
* glsl: Mark float constants as suchIago Toral Quiroga2016-02-191-5/+5
* glsl: fix indentation in emit_inline_matrix_constructorIago Toral Quiroga2016-02-191-75/+75
* glsl: fix standalone compilerRob Clark2016-02-191-0/+12
* glsl: fix new gcc6 warningsRob Clark2016-02-181-2/+2
* glsl: fix new gcc6 warningsRob Clark2016-02-181-1/+1
* glcpp: Disallow "defined" as a macro name.Kenneth Graunke2016-02-181-0/+3
* compiler/glsl: Fix uniform location counting.Plamena Manolova2016-02-183-35/+132
* glsl: remove duplicate interpolation_string() functionTimothy Arceri2016-02-173-30/+2
* glsl: remove unused helperTimothy Arceri2016-02-172-26/+0
* glsl: set user defined varyings to smooth by default in ESTimothy Arceri2016-02-171-0/+11
* glsl: warn in GL as well as ES when varying not writtenTimothy Arceri2016-02-161-16/+7
* glsl: Fix overflow of ImageAccess[] array.Kenneth Graunke2016-02-131-3/+3
* glsl/types: Add support for function typesJason Ekstrand2016-02-134-0/+6
* glsl/types: Rename sampler_type to sampled_typeJason Ekstrand2016-02-134-6/+6
* mesa: do not use a constant for MAX_COMPUTE_SHARED_SIZESamuel Pitoiset2016-02-131-0/+1
* mesa: make compute maximums reflect driver-provided valuesIlia Mirkin2016-02-134-5/+26
* glsl: replace _strtoui64() with strtoull() for MSVCTimothy Arceri2016-02-131-4/+0
* glsl: Allow invariant qualifer in block members in desktop OpenGL.Samuel Iglesias Gonsálvez2016-02-121-20/+4
* glsl: don't validate interface blocks twiceTimothy Arceri2016-02-121-23/+21
* glsl: remove duplicate embedded struct validationTimothy Arceri2016-02-123-51/+17
* mesa: call build_program_resource_list inside Driver.LinkShaderMarek Olšák2016-02-111-1/+4
* 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: validate arrays of arrays on empty type delclarationsTimothy Arceri2016-02-091-25/+38
* glsl/ir: add param index to variable.Dave Airlie2016-02-091-0/+8
* mesa: move GL_ARB_debug_output code into new debug_output.c fileBrian Paul2016-02-081-0/+1
* glsl: return cloned signature, not the builtin oneIlia Mirkin2016-02-071-1/+2
* glsl: make sure builtins are initialized before getting the shaderIlia Mirkin2016-02-071-0/+1
* glsl: don't generate transform feedback candidate when not requiredTimothy Arceri2016-02-061-2/+4