Commit message (Collapse) | Author | Age | Files | Lines | |
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* | glsl2: Add definitions of the builtin constants present in GLSL 1.10. | Eric Anholt | 2010-07-20 | 1 | -1/+18 |
| | | | | | Fixes: glsl1-built-in constants | ||||
* | glsl2: Don't validate IR if there were compilation errors | Ian Romanick | 2010-07-20 | 1 | -3/+3 |
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* | linker: Track and validate GLSL versions used in shaders | Ian Romanick | 2010-07-19 | 1 | -0/+1 |
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* | linker: Stub-out intrastage linker | Ian Romanick | 2010-07-12 | 1 | -0/+22 |
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* | glsl2: Remove generate_temporary and global temporary counter. | Kenneth Graunke | 2010-07-08 | 1 | -1/+0 |
| | | | | | | | Most places in the code simply use a static name, which works because names are never used to look up an ir_variable. generate_temporary is simply unnecessary (and looks like it would leak memory, and isn't thread safe...) | ||||
* | glsl2: Add pass for supporting variable vector indexing in rvalues. | Eric Anholt | 2010-07-06 | 1 | -0/+1 |
| | | | | | | | The Mesa IR needs this to support vector indexing correctly, and hardware backends such as 915 would want this behavior as well. Fixes glsl-vs-vec4-indexing-2. | ||||
* | glsl2: Print the linking info log in the stand-alone compiler | Ian Romanick | 2010-07-02 | 1 | -0/+3 |
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* | glsl2: Conditionally allow optional extensions to be enabled | Ian Romanick | 2010-07-01 | 1 | -0/+1 |
| | | | | | The only optional extension currently supported by the compiler is GL_EXT_texture_array. | ||||
* | glsl2: Conditionally define preprocessor tokens for optional extensions | Ian Romanick | 2010-07-01 | 1 | -1/+3 |
| | | | | | The only optional extension currently supported by the compiler is GL_EXT_texture_array. | ||||
* | glsl2: Add gl_MaxTextureCoords | Ian Romanick | 2010-07-01 | 1 | -0/+1 |
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* | glsl2: Preprocessed source doesn't need to live past compile time. | Kenneth Graunke | 2010-06-30 | 1 | -4/+1 |
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* | glsl2: Steal the live IR and free the rest of the junk. | Kenneth Graunke | 2010-06-30 | 1 | -0/+11 |
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* | glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. | Eric Anholt | 2010-06-30 | 1 | -2/+2 |
| | | | | 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 | -25/+22 |
| | | | | | 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: Pass MaxDrawBuffers from core Mesa into the GLSL compiler | Ian Romanick | 2010-06-29 | 1 | -0/+2 |
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* | glsl_type: Add _mesa_glsl_release_types to release all type related storage | Ian Romanick | 2010-06-29 | 1 | -0/+1 |
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* | glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizations | Ian Romanick | 2010-06-28 | 1 | -0/+7 |
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* | glsl2: Use the parser state as the talloc context for dead code elimination. | Eric Anholt | 2010-06-25 | 1 | -1/+1 |
| | | | | This cuts runtime by around 20% from talloc_parent() lookups. | ||||
* | glsl2: Move the compiler to the subdirectory it will live in in Mesa. | Eric Anholt | 2010-06-24 | 1 | -0/+256 |