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* texture_builtins.py: Fix cut and paste errors in function names.Kenneth Graunke2010-08-093-4/+4
| | | | Some signatures were being generated with the wrong function name.
* 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 Graunke2010-07-282-51/+51
| | | | The type signatures were completely backwards.
* glsl2/builtins: Add 1.30 bvec variant of the "mix" builtin.Kenneth Graunke2010-07-221-0/+39
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* glsl2/builtins: Fix 1.30 sign implementation for ints.Kenneth Graunke2010-07-221-1/+1
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* glsl2/builtins: Fix "mod" builtin to use scalar/vector operations.Kenneth Graunke2010-07-221-24/+3
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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 Romanick2010-07-212-12/+55
| | | | | | | | 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 Romanick2010-07-191-2/+5
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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.
* glsl2/builtins: Rework clamp to use scalar/vector combinations.Kenneth Graunke2010-07-142-45/+9
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* glsl2/builtins: Rework min/max to use scalar/vector combinations.Kenneth Graunke2010-07-144-144/+18
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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.
* glsl2/builtins: Use vector ops in the 130 version of "sign."Kenneth Graunke2010-07-021-15/+3
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* glsl2/builtins: Use vector ops in "smoothstep."Kenneth Graunke2010-07-021-86/+15
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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 Anholt2010-06-2482-0/+5132