Commit message (Collapse) | Author | Age | Files | Lines | |
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* | glsl2: Allow a fragment shader to not write a color. | Eric Anholt | 2010-06-30 | 1 | -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 shaders | Ian Romanick | 2010-06-30 | 1 | -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_GENERIC0 | Ian Romanick | 2010-06-30 | 1 | -0/+6 |
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* | glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. | Eric Anholt | 2010-06-30 | 1 | -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 Anholt | 2010-06-30 | 1 | -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 Anholt | 2010-06-24 | 1 | -0/+2 |
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* | glsl2: Move the compiler to the subdirectory it will live in in Mesa. | Eric Anholt | 2010-06-24 | 1 | -0/+871 |