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path: root/src/glsl/main.cpp
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* Use C-style system headers in C++ code to avoid issues with std:: namespaceIan Romanick2011-02-211-2/+0
* glsl: Ensure that all GLSL versions are supported in the stand-alone compilerIan Romanick2011-01-311-0/+6
* Convert everything from the talloc API to the ralloc API.Kenneth Graunke2011-01-311-12/+12
* Merge branch 'draw-instanced'Brian Paul2011-01-151-0/+1
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| * glsl: add support for system values and GL_ARB_draw_instancedBrian Paul2010-12-081-0/+1
* | glsl: fix implicit int to bool warningBrian Paul2011-01-141-1/+1
* | glsl: Make builtin_compiler portable for non-unices.José Fonseca2011-01-121-31/+28
* | glsl: Use do_common_optimization in the standalone compiler.Kenneth Graunke2010-11-251-20/+1
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* glsl: Improve usage message for glsl_compilerChad Versace2010-11-171-9/+19
* glsl: Slightly change the semantic of _LinkedShadersIan Romanick2010-10-141-1/+12
* Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg2010-10-131-6/+6
* glsl: add several EmitNo* options, and MaxUnrollIterationsLuca Barbieri2010-09-081-1/+1
* glsl: Support GLSL ES in the standalone compile.Chia-I Wu2010-09-081-1/+3
* glsl: Require a context in _mesa_glsl_parse_state.Chia-I Wu2010-09-081-6/+41
* glsl: Define GL_ES preprocessor macro if API is OpenGL ES 2.0.Kenneth Graunke2010-09-071-1/+1
* glsl2: Add module to perform simple loop unrollingIan Romanick2010-09-031-1/+2
* glsl2: Perform initial bits of loop analysis during compilationIan Romanick2010-09-031-0/+5
* mesa: Free old linked shaders when relinking new shaders.Eric Anholt2010-08-181-1/+5
* glsl2: Add constant propagation.Eric Anholt2010-08-091-0/+1
* glsl2: Clean-up two 'unused variable' warningsIan Romanick2010-08-021-0/+3
* glsl2: Add new tree grafting optimization pass.Eric Anholt2010-07-311-0/+1
* glsl2: Make the dead code handler make its own talloc context.Eric Anholt2010-07-271-1/+1
* glsl2: Add optimization pass for algebraic simplifications.Eric Anholt2010-07-271-0/+1
* glsl2: Fix standalone compiler to not crash horribly.Kenneth Graunke2010-07-221-41/+4
* linker: Link built-in functions instead of including them in every shaderIan Romanick2010-07-211-0/+4
* glsl2: Implement utility routine to talloc reparent an IR treeIan Romanick2010-07-201-9/+1
* glsl2: Add definitions of the builtin constants present in GLSL 1.10.Eric Anholt2010-07-201-1/+18
* glsl2: Don't validate IR if there were compilation errorsIan Romanick2010-07-201-3/+3
* linker: Track and validate GLSL versions used in shadersIan Romanick2010-07-191-0/+1
* linker: Stub-out intrastage linkerIan Romanick2010-07-121-0/+22
* glsl2: Remove generate_temporary and global temporary counter.Kenneth Graunke2010-07-081-1/+0
* glsl2: Add pass for supporting variable vector indexing in rvalues.Eric Anholt2010-07-061-0/+1
* glsl2: Print the linking info log in the stand-alone compilerIan Romanick2010-07-021-0/+3
* glsl2: Conditionally allow optional extensions to be enabledIan Romanick2010-07-011-0/+1
* glsl2: Conditionally define preprocessor tokens for optional extensionsIan Romanick2010-07-011-1/+3
* glsl2: Add gl_MaxTextureCoordsIan Romanick2010-07-011-0/+1
* glsl2: Preprocessed source doesn't need to live past compile time.Kenneth Graunke2010-06-301-4/+1
* glsl2: Steal the live IR and free the rest of the junk.Kenneth Graunke2010-06-301-0/+11
* glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt2010-06-301-2/+2
* glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.Eric Anholt2010-06-301-25/+22
* glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compilerIan Romanick2010-06-291-0/+2
* glsl_type: Add _mesa_glsl_release_types to release all type related storageIan Romanick2010-06-291-0/+1
* glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizationsIan Romanick2010-06-281-0/+7
* glsl2: Use the parser state as the talloc context for dead code elimination.Eric Anholt2010-06-251-1/+1
* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+256