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* 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 Herring2016-02-293-3/+6
* 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
* nir/types: Add more type constructor functionsJason Ekstrand2016-02-132-0/+58
* nir/types: Add a few more glsl_type_is_ functionsJason Ekstrand2016-02-132-0/+21
* nir/types: Add helpers for working with sampler and image typesJason Ekstrand2016-02-132-0/+75
* nir/types: Add helpers for function typesJason Ekstrand2016-02-132-0/+28
* glsl/types: Expose glsl_struct_field and glsl_function_param to CJason Ekstrand2016-02-131-4/+6
* glsl/types: Add a helper for getting image typesJason Ekstrand2016-02-132-0/+89
* glsl/types: Add support for function typesJason Ekstrand2016-02-136-1/+134
* glsl/types: Add a bare "sampler" typeJason Ekstrand2016-02-131-0/+1
* glsl/types: Rename sampler_type to sampled_typeJason Ekstrand2016-02-136-13/+13
* 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
* nir: Remove the const_offset from nir_tex_instrJason Ekstrand2016-02-105-32/+5
* nir/lower_vec_to_movs: Better report channels handled by insert_movJason Ekstrand2016-02-101-1/+3
* nir: Separate texture from sampler in nir_tex_instrJason Ekstrand2016-02-0910-18/+94
* nir/tex_instr: Rename sampler to textureJason Ekstrand2016-02-0911-58/+58
* nir: Add some braces around loops and ifsJason Ekstrand2016-02-091-5/+10
* nir: use const_index helpersRob Clark2016-02-0911-24/+23
* gtn: use const_index helpersRob Clark2016-02-091-8/+9
* nir: const_index helpersRob Clark2016-02-094-100/+191
* glsl: Disallow transform feedback varyings with compute shaders.Kenneth Graunke2016-02-091-2/+3