| Commit message (Collapse) | Author | Age | Files | Lines |
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Removing the subdirectory recursion provides a small speed up.
Tested-by: Andreas Boll <[email protected]>
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Reduces the number of times that src/glsl/ is compiled when not cross
compiling.
Tested-by: Andreas Boll <[email protected]>
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Use glslparsertest from piglit instead.
Tested-by: Andreas Boll <[email protected]>
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Reviewed-by: Andreas Boll <[email protected]>
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Reviewed-by: Andreas Boll <[email protected]>
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v2: Andreas Boll <[email protected]>
- don't remove compatibility with scripts for the old build system
v3: Andreas Boll <[email protected]>
- remove more obsolete hacks
v4: Andreas Boll <[email protected]>
- add a previously removed TOP variable to fix vgapi build
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Reviewed-by: Jordan Justen <[email protected]>
[[email protected]: open_hash_table => hash_table]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Removes a collision of the object file name for main/hash_table
and program/hash_table.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The builtin_compiler binary is used during the build process to generate
code for the builtin GLSL functions. Since this binary needs to be run
on the build host, it must not be cross-compiled.
This patch fixes the build system to compile a second version of the
source files and the builtin_compiler binary itself for the build
system. It does so by defining the CC_FOR_BUILD and CXX_FOR_BUILD
variables, which are searched for by the configure script and point to
the location of native C and C++ compilers.
In order for this to work properly, builtin_function.cpp is removed
from BUILT_SOURCES, otherwise the build system would try to generate it
before having had a chance to descend into the builtin_compiler
subdirectory. With the builtin_compiler and glsl_compiler now being
generated at different stages, the build instructions for glsl_compiler
can be simplified a bit.
Signed-off-by: Thierry Reding <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Like in src/mesa, use GLSL_BUILDDIR/GLSL_SRCDIR to unambiguously
distinguish between in-tree and generated files.
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Christopher James Halse Rogers <[email protected]>
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Commit 68e04cc6 was tested using automake-1.11. Unfortunately, automake-1.12
made a "slightly backward-incompatible change" in the use of yacc with C++, and
for a .yy file, the generated header file is now named .hh, not .h
To work with both, write our own rule for running yacc, which generates a
header file named .h, rather than using automake's rule.
Also, remove things from BUILD_SOURCES which don't need to be there
Also, update EXCLUDE rules in doxygen/glsl.doxy, for change of generated files
from .cpp -> .cc, and glsl_lexer.h has never existed.
Signed-off-by: Jon TURNEY <[email protected]>
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v2: Use AM_V_GEN to silence generated code rules. Add BUILT_SOURCES to CLEANFILES
v3:
- Fix an accidental // in a path
- Use automake make rules for lex/yacc rather than writing our own
- Update .gitignore appropriately
- Build a libglcpp convenience library rather than awkwardly including
the files in libglsl and delegating the generation
- Remove libglsl.a compatibility link on clean
v4:
- Automake's rules for lex/yacc make .cc if source is .ll or .yy, and apparently we
must use those extensions "because of scons", so update everywhere glsl_parser.cpp
-> glsl_parser.cc and glsl_lexer.cpp -> glsl_lexer.cc. This fixes 'make tarballs'
and building with dricore enabled.
Signed-off-by: Jon TURNEY <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Matt Turner <[email protected]>
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This reverts commit 9947656168d09f9019600fccc42ca8e0de49b83a.
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Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Eric Anholt <[email protected]>
Signed-off-by: Matt Turner <[email protected]>
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This was from when glsl2 lived in a separate repository and used
automake.
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Currenly GLSL happily generates indirect addressing of any kind of
arrays.
Unfortunately DirectX 9 GPUs are not guaranteed to support any of them in
general.
This pass fixes that by lowering such constructs to a binary search on the
values, followed at the end by vectorized generation of equality masks, and
4 conditional assignments for each mask generation.
Note that this requires the ir_binop_equal change so that we can emit SEQ
to generate the boolean masks.
Unfortunately, ir_structure_splitting is too dumb to turn the resulting
constant array references to individual variables, so this will need to
be added too before this pass can actually be effective for temps.
Several patches in the glsl2-lower-variable-indexing were squashed
into this commit. These patches fix bugs in Luca's original
implementation, and the individual patches can be seen in that branch.
This was done to aid bisecting in the future.
Signed-off-by: Ian Romanick <[email protected]>
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This is the next step on the road to loop unrolling
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This is the first step eventually leading to loop unrolling.
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