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* glsl: Regenerate for double destroy fix.Eric Anholt2010-08-271-0/+1
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* glsl: Use a single shared namespace in the symbol table.Kenneth Graunke2010-08-261-0/+1
| | | | | | | | | | | | As of 1.20, variable names, function names, and structure type names all share a single namespace, and should conflict with one another in the same scope, or hide each other in nested scopes. However, in 1.10, variables and functions can share the same name in the same scope. Structure types, however, conflict with/hide both. Fixes piglit tests redeclaration-06.vert, redeclaration-11.vert, redeclaration-19.vert, and struct-05.vert.
* glsl: Include main/core.h.Chia-I Wu2010-08-241-1/+1
| | | | Make glsl include only main/core.h from core mesa.
* glsl: Rebuild builtins for any() change.Eric Anholt2010-08-231-3/+3
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* glsl: Regenerate builtins with the new sorting.Eric Anholt2010-08-231-5089/+5089
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* glsl: Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-08-181-14184/+6719
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* glsl2: Regenerate builtin_function.cpp.Kenneth Graunke2010-08-171-4334/+4334
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* glsl2: Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-08-161-1952/+11534
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* glsl2: Rework builtin function generation.Kenneth Graunke2010-08-131-3342/+13219
| | | | | | | | | | | | | | | | Each language version/extension and target now has a "profile" containing all of the available builtin function prototypes. These are written in GLSL, and come directly out of the GLSL spec (except for expanding genType). A new builtins/ir/ folder contains the hand-written IR for each builtin, regardless of what version includes it. Only those definitions that have prototypes in the profile will be included. The autogenerated IR for texture builtins is no longer written to disk, so there's no longer any confusion as to what's hand-written or generated. All scripts are now in python instead of perl.
* glsl2: Use Elements from main/compiler.h instead of open-codingIan Romanick2010-08-121-4/+1
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* glsl2: Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-08-091-2/+2
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* glsl2: Fix expression type in builtin tan().Eric Anholt2010-08-021-3/+3
| | | | Fixes glsl-fs-tan-1.
* glsl2: Fix the implementation of atan(y, x).Eric Anholt2010-07-301-83/+83
| | | | | | | | | | | | | | | | So many problems here. One is that we can't do the quadrant handling for all the channels at the same time, so we call the float(y, x) version multiple times. I'd also left out the x == 0 handling. Also, the quadrant handling was broken for y == 0, so there was a funny discontinuity on the +x side if you plugged in obvious values to test. I generated the atan(float y, float x) code from a short segment of GLSL and pasted it in by hand. It would be nice to automate that somehow. Fixes: glsl-fs-atan-1 glsl-fs-atan-2
* glsl2: Fix outerProduct builtin.Kenneth Graunke2010-07-281-49/+49
| | | | The type signatures were completely backwards.
* glsl2: Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-07-221-25/+47
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* glsl2: Fix the type of (1.0 - arg2) for mix(gen, gen, float).Eric Anholt2010-07-221-3/+3
| | | | | | | Previously, we'd constant-fold up a value of vec4(1.0 - arg2, 0, 0, 0). Fixes: glsl1-mix(vec4) function
* linker: Link built-in functions instead of including them in every shaderIan Romanick2010-07-211-52/+166
| | | | | | | | This is an invasive set of changes. Each user shader tracks a set of other shaders that contain built-in functions. During compilation, function prototypes are imported from these shaders. During linking, the shaders are linked with these built-in-function shaders just like with any other shader.
* glsl2: Fix asin() implementation.Eric Anholt2010-07-201-61/+69
| | | | | | | | | | I'd flipped around the order of two operations in paren-balancing adventures, and left out the multiply by sign(x) required for negative x. Fixes: glsl1-acos(vec4) function glsl1-asin(vec4) function glsl1-atan(vec4) function
* glsl2: notEqual() produces a boolean value, not the base type of the args.Eric Anholt2010-07-201-18/+18
| | | | | | Fixes: glsl1-vector relational (bvec2 ==,!=) glsl1-vector relational (vec4 !=)
* glsl2: Use Elements macroIan Romanick2010-07-191-9/+13
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* glsl2: Fix the expression type for atan's pi * sign(y).Eric Anholt2010-07-191-4/+4
| | | | Fixes CorrectFunction.vert.
* glsl2: Make cross() be an expression operation.Eric Anholt2010-07-181-11/+1
| | | | | | ARB_fp, ARB_vp, Mesa IR, and the 965 vertex shader all have instructions for cross. Shaves 12 Mesa instructions off of a 66-instruction shader I have.
* Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-07-141-189/+27
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* glsl: Fix the setup of refract()'s output for vec3/vec4 and k < 0.0.Eric Anholt2010-07-071-2/+2
| | | | caught by valgrind.
* Refresh autogenerated file builtin_function.cpp.Kenneth Graunke2010-07-021-101/+18
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* glsl2: Add ir_unop_fract as an expression type.Eric Anholt2010-07-011-4/+4
| | | | | Most backends will prefer seeing this to seeing (a - floor(a)), so represent it explicitly.
* glsl2: Don't break sign() down by vector components.Eric Anholt2010-06-301-16/+3
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* glsl2: Fix reversed value of step().Eric Anholt2010-06-301-19/+19
| | | | It's 0.0 if x < edge, not 1.0. Partial fix for glsl-fs-step.
* glsl2: Fix up the implementation of fract() for vector types.Eric Anholt2010-06-301-15/+3
| | | | There's no need to split each vector component out, just do vector ops.
* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+5080