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* glsl/standalone: Enable par-linkingIan Romanick2016-11-104-2/+49
* glsl/standalone: Optimize dead variable declarationsIan Romanick2016-11-101-0/+61
* glsl/standalone: Optimize add-of-neg to subtractIan Romanick2016-11-103-0/+275
* glsl/linker: Allow link_intrastage_shaders when there is no main()Ian Romanick2016-11-102-11/+26
* glsl: Parse 0 as a preprocessor INTCONSTANTIan Romanick2016-11-101-0/+4
* glcpp: Handle '#version 0' and other invalid valuesIan Romanick2016-11-102-6/+28
* linker: Remove unnecessary overload of program_resource_visitor::visit_fieldIan Romanick2016-11-104-47/+15
* mesa: remove LowerShaderSharedVariablesMarek Olšák2016-11-101-1/+1
* glsl: handle partial swizzles in opt_dead_code_local correctlyMarek Olšák2016-11-101-3/+6
* glsl: don't run loop passes if loop unrolling is disabledMarek Olšák2016-11-101-5/+7
* glsl: validate output blocks against input blocksIago Toral Quiroga2016-11-101-11/+30
* glsl: record number of components used in each slot for varying packingIlia Mirkin2016-11-093-9/+32
* glsl: fix slot_end calculations and simplify reserved_slots checkIlia Mirkin2016-11-091-26/+20
* linker: Accurately track gl_uniform_block::stagerefIan Romanick2016-11-092-9/+59
* linker: Slight code rearrange to prevent duplication in the next commitIan Romanick2016-11-091-7/+6
* linker: Trivial coding standards fixesIan Romanick2016-11-091-15/+13
* glsl: Add some comments to methods of ir_variable_refcount_visitorIan Romanick2016-11-091-0/+6
* glsl/cache: correct asprintf error handlingNicolai Hähnle2016-11-041-3/+3
* glsl: fix lowering of UBO references of named blocksNicolai Hähnle2016-11-031-5/+5
* glsl: Update deref types when resizing implicitly sized arrays.Kenneth Graunke2016-11-031-23/+47
* mesa/glsl: delete previously linked shaders earlier when linkingTimothy Arceri2016-11-034-11/+12
* glsl: compute lvalues of [in]out parameters before inlined function bodyNicolai Hähnle2016-11-021-10/+81
* glsl: use a non-malloc'd storage for short ir_variable namesMarek Olšák2016-10-313-3/+22
* glsl: use the linear allocator in opt_constant_propagationMarek Olšák2016-10-311-3/+11
* glsl: use the linear allocator in opt_copy_propagationMarek Olšák2016-10-311-1/+6
* glsl: use the linear allocator in opt_copy_propagation_elementsMarek Olšák2016-10-311-4/+11
* glsl: use the linear allocator in opt_dead_code_localMarek Olšák2016-10-311-3/+9
* glsl: use the linear allocator in glsl_symbol_tableMarek Olšák2016-10-311-8/+8
* glsl: use the linear allocator for ast_node and derived classesMarek Olšák2016-10-316-113/+114
* glsl/lexer: use the linear allocatorMarek Olšák2016-10-313-8/+12
* glcpp: use the linear allocator for most objectsMarek Olšák2016-10-313-118/+91
* ralloc: use rzalloc where it's necessaryMarek Olšák2016-10-315-6/+6
* glsl/glcpp: initialize all fields of glcpp_parser_t on creationTapani Pälli2016-10-311-0/+3
* glsl: Fix reading of uninitialized memoryJuha-Pekka Heikkila2016-10-311-2/+2
* glsl: Improve accuracy of alpha scaling in advanced blend lowering.Kenneth Graunke2016-10-281-2/+8
* glsl: Size TCS->TES unsized arrays to gl_MaxPatchVertices for queries.Kenneth Graunke2016-10-274-3/+49
* glsl: Pass ctx to program interface query helper functions.Kenneth Graunke2016-10-271-13/+20
* glsl: update default precision qualifier when it is set in the shaderSamuel Iglesias Gonsálvez2016-10-261-1/+4
* glsl: set uses texture gather directly in shader_infoTimothy Arceri2016-10-261-1/+1
* glsl/st/mesa: use common system values read fieldTimothy Arceri2016-10-261-2/+2
* glsl: set patch outputs written directly in shader_infoTimothy Arceri2016-10-261-2/+2
* glsl: set patch inputs read directly in shader_infoTimothy Arceri2016-10-261-2/+2
* glsl: set outputs read directly in shader_infoTimothy Arceri2016-10-261-2/+2
* r200/glsl/st/mesa: use common outputs written fieldTimothy Arceri2016-10-261-6/+6
* mesa/glsl: set double inputs read directly in shader_infoTimothy Arceri2016-10-261-1/+1
* r200/i915/st/mesa/compiler: use common inputs read fieldTimothy Arceri2016-10-261-6/+6
* i965/mesa/st/swrast: set fs shader_info directly and switch to using itTimothy Arceri2016-10-261-10/+4
* mesa: remove now unused IsCentroid from gl_fragment_programTimothy Arceri2016-10-261-5/+1
* glsl: remove now unused InterpQualifierTimothy Arceri2016-10-261-5/+2
* glsl: add temporary copy_shader_info() functionTimothy Arceri2016-10-261-45/+0