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* glsl: Don't crash on function names with invalid identifiers.Kenneth Graunke2016-11-121-2/+4
* glsl: Fix assert fails when assignment expressions are in array sizes.Kenneth Graunke2016-11-121-8/+11
* glsl: define __STDC_FORMAT_MACROS to get PRIx64 macroBrian Paul2016-11-111-0/+1
* glsl: automake: add opt_add_neg_to_sub.h to the sources listEmil Velikov2016-11-111-0/+1
* android: add SPIRV_FILES to libmesa_nirTapani Pälli2016-11-111-1/+2
* glsl: include inttypes.h for PRIx64 macroBrian Paul2016-11-101-0/+1
* glsl/standalone: Add the ability to generate ir_builder codeIan Romanick2016-11-103-0/+14
* glsl: Add a C++ code generator that uses ir_builder to rebuild a programIan Romanick2016-11-103-0/+790
* glsl: Generate strings that are the enum names without the ir_*op_ prefixIan Romanick2016-11-102-0/+7
* 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 Romanick2016-11-104-0/+276
* glsl/linker: Allow link_intrastage_shaders when there is no main()Ian Romanick2016-11-102-11/+26
* nir: update nir_gather_info to only mark used array/matrix elementsTimothy Arceri2016-11-111-53/+207
* mesa/compiler: move MAX_VARYING to shader_enums.hKenneth Graunke2016-11-111-0/+1
* nir: add more helpers to nir_types.cppTimothy Arceri2016-11-112-0/+21
* nir: Generalize the "is per-vertex variable?" helpers and export them.Kenneth Graunke2016-11-112-18/+17
* 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
* nir: add conditional discard optimisation (v4)Dave Airlie2016-11-103-0/+128
* glsl/cache: correct asprintf error handlingNicolai Hähnle2016-11-041-3/+3
* nir: Make sure to set the texsrc type in nir drawpixels/bitmap lowering.Eric Anholt2016-11-032-0/+4
* nir: Flip gl_SamplePosition in nir_lower_wpos_ytransform().Francisco Jerez2016-11-031-0/+24
* 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
* nir: fix nir_shader_clone() and nir_sweep()Timothy Arceri2016-11-032-1/+9
* 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 Olšák2016-10-317-10/+13
* nir: zero allocated memory where neededJuha-Pekka Heikkila2016-10-316-7/+7