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path: root/src/glsl/linker.cpp
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* glsl: Count function call outvals as writing to variables for linker checks.Eric Anholt2010-08-231-0/+21
* glsl: Trim the size of uniform arrays to the maximum element used.Eric Anholt2010-08-231-0/+52
* glsl: Also strdup the names of uniform list entries for >vec4 types.Eric Anholt2010-08-181-1/+1
* mesa: Free old linked shaders when relinking new shaders.Eric Anholt2010-08-181-5/+10
* linker: Demote user-defined varyings in the VS-only caseIan Romanick2010-08-171-14/+28
* linker: Include compiler.h to avoid spurious warnings about INLINEIan Romanick2010-08-161-0/+1
* glsl2: Move the common optimization passes to a helper function.Eric Anholt2010-08-131-41/+6
* linker: Assign attrib location 0 if gl_Vertex is not usedIan Romanick2010-08-131-1/+36
* glsl2: Add a pass to transform ir_binop_sub to add(op0, neg(op1))Eric Anholt2010-08-091-0/+1
* glsl2: Add constant propagation.Eric Anholt2010-08-091-0/+1
* glsl2: Don't assert in a couple of places when encountering sampler arrays.Eric Anholt2010-08-061-4/+6
* glsl2: Add a pass to convert exp and log to exp2 and log2.Eric Anholt2010-08-051-0/+1
* ir_structure_splitting: New pass to chop structures into their components.Eric Anholt2010-08-051-0/+1
* glsl2: Add a pass for removing unused functions.Eric Anholt2010-08-051-0/+1
* glsl2: Remove the shader_in/shader_out tracking separate from var->mode.Eric Anholt2010-08-041-2/+0
* glsl2: Use linked ir_constant_variable after linking, instead of unlinked.Eric Anholt2010-08-041-1/+1
* glsl2: Don't try to assign locations for samplers during linking.Eric Anholt2010-08-041-0/+3
* glsl2: Make the clone() method take a talloc context.Eric Anholt2010-08-041-11/+14
* glsl2: Give the path within src/mesa/ for headers instead of relying on -I.Aras Pranckevicius2010-08-021-1/+1
* glsl2: Do algebraic optimizations after linking as well.Eric Anholt2010-07-311-0/+1
* glsl2: Add new tree grafting optimization pass.Eric Anholt2010-07-311-0/+1
* glsl2: Fix spelling of "sentinel."Eric Anholt2010-07-291-1/+1
* glsl2: Fail linking where the FS reads a varying that the VS doesn't write.Eric Anholt2010-07-281-7/+30
* glsl2: Unmark unwritten varyings as varying.Eric Anholt2010-07-281-0/+1
* glsl2: Actually use the linked dead code eliminator.Eric Anholt2010-07-271-1/+1
* glsl2: Use ir_dead_code's linked version after linking.Eric Anholt2010-07-271-3/+1
* Merge remote branch 'origin/master' into glsl2Eric Anholt2010-07-261-1/+1
* linker: Link built-in functions instead of including them in every shaderIan Romanick2010-07-211-1/+22
* linker: Do post-link lowering and optimizationIan Romanick2010-07-201-0/+38
* glsl2: Add and use new variable mode ir_var_temporaryIan Romanick2010-07-201-6/+44
* linker: Remove the FINISHME comment for intrastage linkingIan Romanick2010-07-191-1/+2
* linker: Remove redundant check for 'main' in shadersIan Romanick2010-07-191-10/+0
* linker: Track and validate GLSL versions used in shadersIan Romanick2010-07-191-0/+21
* linker: Add comment about bug in initializer handlingIan Romanick2010-07-191-0/+8
* linker: First bits of intrastage, intershader function linkingIan Romanick2010-07-191-0/+2
* linker: Remove some unnecessary includesIan Romanick2010-07-191-2/+0
* linker: Use foreach_list_safe in move_non_declarationsIan Romanick2010-07-191-1/+1
* linker: Move global instructions from the linked shader firstIan Romanick2010-07-191-4/+8
* glsl2: When linking makes a variable not a varying output, make it ir_var_auto.Eric Anholt2010-07-131-1/+4
* glsl2: Remove unnecessary casts of clone return valuesIan Romanick2010-07-131-2/+1
* linker: Merge global-scope instructions into mainIan Romanick2010-07-121-0/+121
* linker: Detect the shader that contains "main" during intrastage linkingIan Romanick2010-07-121-5/+45
* linker: Implement first bits of intrastage linkingIan Romanick2010-07-121-2/+58
* linker: Refactor cross_validate_uniforms into cross_validate_globalsIan Romanick2010-07-121-13/+54
* linker: Stub-out intrastage linkerIan Romanick2010-07-121-14/+67
* linker: Use bit-0 instead of VERT_BIT_GENERIC0Ian Romanick2010-07-071-1/+1
* glsl2: Allow a fragment shader to not write a color.Eric Anholt2010-06-301-6/+0
* linker: Don't dynamically allocate slots for linked shadersIan Romanick2010-06-301-2/+0
* linker: Don't automatically allocate VERT_ATTRIB_GENERIC0Ian Romanick2010-06-301-0/+6
* glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt2010-06-301-8/+8