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* build: Fix out-of-tree generation of builtin_function.cppMatt Turner2012-08-141-2/+2
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* build/glsl: fix location of generated files.Christopher James Halse Rogers2012-08-131-4/+0
| | | | | | | | 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]>
* Fix building glsl when using automake-1.12 after 68e04cc6Jon TURNEY2012-07-151-4/+10
| | | | | | | | | | | | | | | | 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]>
* automake: convert libglslJon TURNEY2012-07-131-0/+106
| | | | | | | | | | | | | | | | | | | | 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]>
* Revert "automake: src/glsl and src/glsl/glcpp"Matt Turner2012-01-311-81/+0
| | | | This reverts commit 9947656168d09f9019600fccc42ca8e0de49b83a.
* automake: src/glsl and src/glsl/glcppMatt Turner2012-01-301-0/+81
| | | | | | Reviewed-by: Eric Anholt <[email protected]> Tested-by: Eric Anholt <[email protected]> Signed-off-by: Matt Turner <[email protected]>
* glsl: Remove unused and out of date Makefile.am.Kenneth Graunke2010-11-151-81/+0
| | | | | This was from when glsl2 lived in a separate repository and used automake.
* glsl: add pass to lower variable array indexing to conditional assignmentsLuca Barbieri2010-09-171-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* glsl2: Add pass to remove redundant jumpsIan Romanick2010-09-131-1/+2
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* glsl2: Add lowering pass to remove noise opcodesIan Romanick2010-09-091-1/+2
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* glsl2: Add module to perform simple loop unrollingIan Romanick2010-09-031-1/+2
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* glsl2: Add module to suss out loop control variables from loop analysis dataIan Romanick2010-09-031-1/+2
| | | | This is the next step on the road to loop unrolling
* glsl2: Add module to analyze variables used in loopsIan Romanick2010-09-031-1/+2
| | | | This is the first step eventually leading to loop unrolling.
* glsl2: Replace the GLSL compiler with the glsl2 project.Eric Anholt2010-06-241-6/+2
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* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+79