Commit message (Collapse) | Author | Age | Files | Lines | |
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* | glsl2/builtins: Add 1.30 bvec variant of the "mix" builtin. | Kenneth Graunke | 2010-07-22 | 1 | -0/+39 |
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* | glsl2/builtins: Fix 1.30 sign implementation for ints. | Kenneth Graunke | 2010-07-22 | 1 | -1/+1 |
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* | glsl2/builtins: Fix "mod" builtin to use scalar/vector operations. | Kenneth Graunke | 2010-07-22 | 1 | -24/+3 |
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* | glsl2: Fix the type of (1.0 - arg2) for mix(gen, gen, float). | Eric Anholt | 2010-07-22 | 1 | -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 shader | Ian Romanick | 2010-07-21 | 2 | -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 Anholt | 2010-07-20 | 1 | -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 Anholt | 2010-07-20 | 1 | -18/+18 |
| | | | | | | Fixes: glsl1-vector relational (bvec2 ==,!=) glsl1-vector relational (vec4 !=) | ||||
* | glsl2: Use Elements macro | Ian Romanick | 2010-07-19 | 1 | -2/+5 |
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* | glsl2: Fix the expression type for atan's pi * sign(y). | Eric Anholt | 2010-07-19 | 1 | -4/+4 |
| | | | | Fixes CorrectFunction.vert. | ||||
* | glsl2: Make cross() be an expression operation. | Eric Anholt | 2010-07-18 | 1 | -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 Graunke | 2010-07-14 | 2 | -45/+9 |
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* | glsl2/builtins: Rework min/max to use scalar/vector combinations. | Kenneth Graunke | 2010-07-14 | 4 | -144/+18 |
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* | glsl: Fix the setup of refract()'s output for vec3/vec4 and k < 0.0. | Eric Anholt | 2010-07-07 | 1 | -2/+2 |
| | | | | caught by valgrind. | ||||
* | glsl2/builtins: Use vector ops in the 130 version of "sign." | Kenneth Graunke | 2010-07-02 | 1 | -15/+3 |
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* | glsl2/builtins: Use vector ops in "smoothstep." | Kenneth Graunke | 2010-07-02 | 1 | -86/+15 |
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* | glsl2: Add ir_unop_fract as an expression type. | Eric Anholt | 2010-07-01 | 1 | -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 Anholt | 2010-06-30 | 1 | -16/+3 |
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* | glsl2: Fix reversed value of step(). | Eric Anholt | 2010-06-30 | 1 | -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 Anholt | 2010-06-30 | 1 | -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 Anholt | 2010-06-24 | 82 | -0/+5132 |