Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | glsl2/builtins: Use vector ops in the 130 version of "sign." | Kenneth Graunke | 2010-07-02 | 1 | -15/+3 |
| | |||||
* | glsl2/builtins: Use vector ops in "smoothstep." | Kenneth Graunke | 2010-07-02 | 1 | -86/+15 |
| | |||||
* | glsl2: Print the linking info log in the stand-alone compiler | Ian Romanick | 2010-07-02 | 1 | -0/+3 |
| | |||||
* | glsl2: Add a pass to break ir_binop_div to _mul and _rcp. | Eric Anholt | 2010-07-02 | 3 | -0/+79 |
| | | | | This results in constant folding of a constant divisor. | ||||
* | glsl2: Conditionally allow optional extensions to be enabled | Ian Romanick | 2010-07-01 | 3 | -0/+10 |
| | | | | | The only optional extension currently supported by the compiler is GL_EXT_texture_array. | ||||
* | glsl2: Append _TOK to some parser tokens | Ian Romanick | 2010-07-01 | 2 | -7/+7 |
| | | | | | This prevents conflicts with defines elsewhere in Mesa and allows including mtypes.h in the compiler. | ||||
* | glsl2: Conditionally define preprocessor tokens for optional extensions | Ian Romanick | 2010-07-01 | 6 | -11/+23 |
| | | | | | The only optional extension currently supported by the compiler is GL_EXT_texture_array. | ||||
* | glsl2: Define preprocessor tokens for extensions | Ian Romanick | 2010-07-01 | 1 | -1/+17 |
| | | | | | | Currently only GL_ARB_draw_buffers and GL_ARB_texture_rectangle are defined because those extensions are always enabled. This make tex_rect-03.frag pass. | ||||
* | glsl2: Support AST-to-IR translation of invariant keyword | Ian Romanick | 2010-07-01 | 1 | -14/+70 |
| | |||||
* | glsl2: Initialize ast_declarator_list::invariant in constructor | Ian Romanick | 2010-07-01 | 1 | -0/+1 |
| | |||||
* | glsl2: Don't bounds check unsize array redeclarations | Ian Romanick | 2010-07-01 | 1 | -1/+1 |
| | | | | This along with several previous commits fix test CorrectUnsizedArray.frag. | ||||
* | glsl2: Add gl_MaxTextureCoords | Ian Romanick | 2010-07-01 | 4 | -22/+23 |
| | |||||
* | glsl2: Default delcaration of gl_TexCoord is unsized | Ian Romanick | 2010-07-01 | 2 | -11/+34 |
| | |||||
* | glsl2: Change order of semaintic checks on variable declarations | Ian Romanick | 2010-07-01 | 1 | -61/+61 |
| | | | | This will make it easier to support more (valid) kinds of redeclarations. | ||||
* | glsl2: Update README for what I've been thinking about with expr types work. | Eric Anholt | 2010-07-01 | 1 | -1/+38 |
| | |||||
* | glsl2: Add a pass to convert mod(a, b) to b * fract(a/b). | Eric Anholt | 2010-07-01 | 7 | -7/+117 |
| | | | | This is used by the Mesa IR backend to implement mod, fixing glsl-fs-mod. | ||||
* | glsl2: Remove dead member from dead code visitor. | Eric Anholt | 2010-07-01 | 1 | -1/+0 |
| | |||||
* | glsl2: Add ir_unop_fract as an expression type. | Eric Anholt | 2010-07-01 | 5 | -8/+29 |
| | | | | | Most backends will prefer seeing this to seeing (a - floor(a)), so represent it explicitly. | ||||
* | glsl2: Don't break sign() down by vector components. | Eric Anholt | 2010-06-30 | 2 | -32/+6 |
| | |||||
* | glsl2: Fix reversed value of step(). | Eric Anholt | 2010-06-30 | 2 | -38/+38 |
| | | | | It's 0.0 if x < edge, not 1.0. Partial fix for glsl-fs-step. | ||||
* | glsl2: Fix up the implementation of fract() for vector types. | Eric Anholt | 2010-06-30 | 2 | -30/+6 |
| | | | | There's no need to split each vector component out, just do vector ops. | ||||
* | glsl2: Implement AST->HIR support for the "discard" instruction. | Kenneth Graunke | 2010-06-30 | 1 | -1/+1 |
| | |||||
* | glsl2: Define new ir_discard instruction. | Kenneth Graunke | 2010-06-30 | 10 | -0/+107 |
| | |||||
* | glsl2: Allow a fragment shader to not write a color. | Eric Anholt | 2010-06-30 | 1 | -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. | ||||
* | glsl2: Fix storing of dead memory in the symbol table. | Kenneth Graunke | 2010-06-30 | 1 | -2/+2 |
| | | | | | decl->identifier is part of the AST, so it doesn't live very long. Instead, add var->name which is owned by var. | ||||
* | glsl2: Preprocessed source doesn't need to live past compile time. | Kenneth Graunke | 2010-06-30 | 1 | -4/+1 |
| | |||||
* | glsl2: Create new talloc contexts the "right" way. | Kenneth Graunke | 2010-06-30 | 2 | -2/+2 |
| | |||||
* | glsl2: Use _mesa_glsl_parse_state as the talloc parent, not glsl_shader. | Kenneth Graunke | 2010-06-30 | 6 | -120/+120 |
| | | | | | | | | | | | | | _mesa_glsl_parse_state should be the parent for all temporary allocation done while compiling a shader. glsl_shader should only be used as the parent for the shader's final IR---the _result_ of compilation. Since many IR instructions may be added or discarded during optimization passes, IR should not ever be allocated to glsl_shader directly. Done via sed -i s/talloc_parent(state)/state/g and s/talloc_parent(st)/st/g. This also removes a ton of talloc_parent calls, which may help performance. | ||||
* | glsl2: Steal the live IR and free the rest of the junk. | Kenneth Graunke | 2010-06-30 | 1 | -0/+11 |
| | |||||
* | linker: Don't dynamically allocate slots for linked shaders | Ian Romanick | 2010-06-30 | 1 | -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_GENERIC0 | Ian Romanick | 2010-06-30 | 1 | -0/+6 |
| | |||||
* | glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. | Eric Anholt | 2010-06-30 | 3 | -43/+11 |
| | | | | This avoids more allocation and shuffling of data around. | ||||
* | glsl2: Make function names and variable names be children of the node. | Eric Anholt | 2010-06-30 | 1 | -3/+2 |
| | | | | This avoids losing their memory when the parser state is freed. | ||||
* | glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *. | Eric Anholt | 2010-06-30 | 4 | -69/+67 |
| | | | | | 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. | ||||
* | ir_to_mesa: Start adding support for texture instructions. | Eric Anholt | 2010-06-29 | 1 | -0/+6 |
| | | | | | | | Fixes: glsl-fs-bug25902 glsl-fs-sampler-numbering glsl-lod-bias | ||||
* | glsl2: Keep the same number of components in implicit conversions. | Kenneth Graunke | 2010-06-29 | 1 | -0/+6 |
| | | | | Fixes piglit test glsl-implicit-conversion-01. | ||||
* | glsl2: Make gl_MaxDrawBuffers available in the vertex shader | Ian Romanick | 2010-06-29 | 1 | -32/+42 |
| | |||||
* | glsl2: Make gl_MaxDrawBuffers available in the fragment shader | Ian Romanick | 2010-06-29 | 1 | -0/+15 |
| | |||||
* | glsl2: Make gl_FragData be available in GLSL 1.10 too | Ian Romanick | 2010-06-29 | 1 | -12/+5 |
| | |||||
* | glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compiler | Ian Romanick | 2010-06-29 | 3 | -24/+33 |
| | |||||
* | glsl_type: Add _mesa_glsl_release_types to release all type related storage | Ian Romanick | 2010-06-29 | 3 | -2/+33 |
| | |||||
* | glsl_type: All glsl_type objects live in their own talloc context | Ian Romanick | 2010-06-29 | 2 | -4/+17 |
| | |||||
* | glsl_type: Record type constructors are private | Ian Romanick | 2010-06-29 | 2 | -12/+16 |
| | |||||
* | glsl_type: Add get_record_instance method | Ian Romanick | 2010-06-29 | 3 | -2/+86 |
| | |||||
* | glsl_type: Vector, matrix, and sampler type constructors are private | Ian Romanick | 2010-06-29 | 2 | -34/+42 |
| | |||||
* | glsl_type: Make all static objects be class private | Ian Romanick | 2010-06-29 | 3 | -39/+72 |
| | |||||
* | glsl2: Use talloc_strdup when generating constructor temporary names | Ian Romanick | 2010-06-29 | 1 | -8/+13 |
| | |||||
* | glsl_type: Remove vector and matrix constructor generators | Ian Romanick | 2010-06-29 | 3 | -370/+0 |
| | | | | | | All scalar, vector, and matrix constructors are generated in-line during AST-to-HIR translation. There is no longer any need to generate function versions of the constructors. | ||||
* | glsl2: Don't flatten constructor parameters to scalars | Ian Romanick | 2010-06-29 | 1 | -129/+59 |
| | | | | | | | | Now that all scalar, vector, and matrix constructors are emitted in-line, the parameters to these constructors should not be flattened to a pile of scalars. Instead, the functions that emit the in-line constructor bodies can directly write the parameters to the correct locations in the objects being constructed. | ||||
* | glsl2: Always emit matrix constructors inline | Ian Romanick | 2010-06-29 | 1 | -1/+321 |
| |