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* 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