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* linker: Remove the FINISHME comment for intrastage linkingIan Romanick2010-07-191-1/+2
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* linker: Remove redundant check for 'main' in shadersIan Romanick2010-07-191-10/+0
| | | | This is now handled in link_intrastage_shaders.
* linker: Track and validate GLSL versions used in shadersIan Romanick2010-07-191-0/+21
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* linker: Add comment about bug in initializer handlingIan Romanick2010-07-191-0/+8
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* linker: First bits of intrastage, intershader function linkingIan Romanick2010-07-191-0/+2
| | | | | | This handles the easy case of linking a function in a different compilation unit that doesn't call any functions or reference any global variables.
* linker: Remove some unnecessary includesIan Romanick2010-07-191-2/+0
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* linker: Use foreach_list_safe in move_non_declarationsIan Romanick2010-07-191-1/+1
| | | | | | The node being processed may be removed from the list and put in a different list. Not using the safe version caused list processing to change streams after moving a node.
* linker: Move global instructions from the linked shader firstIan Romanick2010-07-191-4/+8
| | | | | | For the shader containing 'main', use the linked shader (i.e., the clone of the original shader that contained main) as the source for global instructions to move into main.
* glsl2: When linking makes a variable not a varying output, make it ir_var_auto.Eric Anholt2010-07-131-1/+4
| | | | | This almost fixes glsl-unused-varying, except that the used varying gets assigned to the first varying slot (position).
* glsl2: Remove unnecessary casts of clone return valuesIan Romanick2010-07-131-2/+1
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* linker: Merge global-scope instructions into mainIan Romanick2010-07-121-0/+121
| | | | | | | | Find instructions in all shaders that are not contained in a function (i.e., initializers for global variables). "Move" these instructions to the top of the main function in the linked shader. As a side-effect, many global variables will also be copied into the linked shader.
* linker: Detect the shader that contains "main" during intrastage linkingIan Romanick2010-07-121-5/+45
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* linker: Implement first bits of intrastage linkingIan Romanick2010-07-121-2/+58
| | | | | | | This currently involves an ugly hack so that every link doesn't result in all the built-in functions showing up as multiply defined. As soon as the built-in functions are stored in a separate compilation unit, ir_function_signature::is_built_in can be removed.
* linker: Refactor cross_validate_uniforms into cross_validate_globalsIan Romanick2010-07-121-13/+54
| | | | The later, more generic function will be used in the intra-stage linker.
* linker: Stub-out intrastage linkerIan Romanick2010-07-121-14/+67
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* linker: Use bit-0 instead of VERT_BIT_GENERIC0Ian Romanick2010-07-071-1/+1
| | | | | | Uses of the bits for allocation are offset by 16, and VERT_BIT_GENERIC0 already has the 16 offset. As a result, it was preventing the wrong thing from being allocated.
* glsl2: Allow a fragment shader to not write a color.Eric Anholt2010-06-301-6/+0
| | | | | | I can't find any text justifying this check, and it caused a reasonable-looking shader in glsl-bug-22603 (which writes only gl_FragDepth) to fail.
* linker: Don't dynamically allocate slots for linked shadersIan Romanick2010-06-301-2/+0
| | | | | The can be at most one shader per stage. There are currently only two stages. There is zero reason to dynamically size this array.
* linker: Don't automatically allocate VERT_ATTRIB_GENERIC0Ian Romanick2010-06-301-0/+6
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* glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt2010-06-301-8/+8
| | | | This avoids more allocation and shuffling of data around.
* glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.Eric Anholt2010-06-301-24/+24
| | | | | This saves recompiling at link time. gl_shader->ir is made a pointer so that we don't have to bring exec_list into mtypes.h.
* glsl2: Wrap includes of C interfaces with extern "C".Eric Anholt2010-06-241-0/+2
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* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+871