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* glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt2010-06-301-33/+1
| | | | 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 Anholt2010-06-301-20/+2
| | | | | 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: Start integrating ir_to_mesa.cpp into shader_api.hEric Anholt2010-06-251-0/+4
| | | | | | The compiler is now called by the driver, and generates program instructions. Parameter lists are still not set up, so the driver chokes on it shortly thereafter.
* glsl2: Use Mesa types instead of duping them into our program.h.Eric Anholt2010-06-251-78/+2
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* glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt2010-06-241-0/+155