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path: root/src/glsl/ir_variable.cpp
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* glsl2: Use Elements from main/compiler.h instead of open-codingIan Romanick2010-08-121-4/+1
* glsl2: Use gl_DepthRange's proper name.Kenneth Graunke2010-08-091-1/+1
* glsl2: Remove the shader_in/shader_out tracking separate from var->mode.Eric Anholt2010-08-041-11/+1
* glsl2: Add the remaining builtin uniforms.Eric Anholt2010-07-281-15/+53
* glsl2: Size builtin arrays according to the context constants.Eric Anholt2010-07-281-13/+5
* glsl2: glsl_type has its own talloc context, don't pass one inIan Romanick2010-07-201-10/+7
* glsl2: Add and use new variable mode ir_var_temporaryIan Romanick2010-07-201-2/+1
* glsl2: Add definitions of the builtin constants present in GLSL 1.10.Eric Anholt2010-07-201-6/+32
* glsl2: Add support for gl_PointCoord in 1.20.Eric Anholt2010-07-071-0/+7
* glsl2: Add gl_MaxTextureCoordsIan Romanick2010-07-011-14/+17
* glsl2: Default delcaration of gl_TexCoord is unsizedIan Romanick2010-07-011-10/+16
* glsl2: Make gl_MaxDrawBuffers available in the vertex shaderIan Romanick2010-06-291-32/+42
* glsl2: Make gl_MaxDrawBuffers available in the fragment shaderIan Romanick2010-06-291-0/+15
* glsl2: Make gl_FragData be available in GLSL 1.10 tooIan Romanick2010-06-291-12/+5
* glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compilerIan Romanick2010-06-291-24/+22
* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+345