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* glsl2: Change order of semaintic checks on variable declarationsIan Romanick2010-07-011-61/+61
* glsl2: Update README for what I've been thinking about with expr types work.Eric Anholt2010-07-011-1/+38
* glsl2: Add a pass to convert mod(a, b) to b * fract(a/b).Eric Anholt2010-07-017-7/+117
* glsl2: Remove dead member from dead code visitor.Eric Anholt2010-07-011-1/+0
* glsl2: Add ir_unop_fract as an expression type.Eric Anholt2010-07-015-8/+29
* glsl2: Don't break sign() down by vector components.Eric Anholt2010-06-302-32/+6
* glsl2: Fix reversed value of step().Eric Anholt2010-06-302-38/+38
* glsl2: Fix up the implementation of fract() for vector types.Eric Anholt2010-06-302-30/+6
* glsl2: Implement AST->HIR support for the "discard" instruction.Kenneth Graunke2010-06-301-1/+1
* glsl2: Define new ir_discard instruction.Kenneth Graunke2010-06-3010-0/+107
* glsl2: Allow a fragment shader to not write a color.Eric Anholt2010-06-301-6/+0
* glsl2: Fix storing of dead memory in the symbol table.Kenneth Graunke2010-06-301-2/+2
* glsl2: Preprocessed source doesn't need to live past compile time.Kenneth Graunke2010-06-301-4/+1
* glsl2: Create new talloc contexts the "right" way.Kenneth Graunke2010-06-302-2/+2
* glsl2: Use _mesa_glsl_parse_state as the talloc parent, not glsl_shader.Kenneth Graunke2010-06-306-120/+120
* glsl2: Steal the live IR and free the rest of the junk.Kenneth Graunke2010-06-301-0/+11
* 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 Anholt2010-06-303-43/+11
* glsl2: Make function names and variable names be children of the node.Eric Anholt2010-06-301-3/+2
* glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.Eric Anholt2010-06-304-69/+67
* ir_to_mesa: Start adding support for texture instructions.Eric Anholt2010-06-291-0/+6
* glsl2: Keep the same number of components in implicit conversions.Kenneth Graunke2010-06-291-0/+6
* glsl2: Make gl_MaxDrawBuffers available in the vertex shaderIan Romanick2010-06-291-32/+42
* glsl2: Make gl_MaxDrawBuffers available in the fragment shaderIan Romanick2010-06-291-0/+15
* glsl2: Make gl_FragData be available in GLSL 1.10 tooIan Romanick2010-06-291-12/+5
* glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compilerIan Romanick2010-06-293-24/+33
* glsl_type: Add _mesa_glsl_release_types to release all type related storageIan Romanick2010-06-293-2/+33
* glsl_type: All glsl_type objects live in their own talloc contextIan Romanick2010-06-292-4/+17
* glsl_type: Record type constructors are privateIan Romanick2010-06-292-12/+16
* glsl_type: Add get_record_instance methodIan Romanick2010-06-293-2/+86
* glsl_type: Vector, matrix, and sampler type constructors are privateIan Romanick2010-06-292-34/+42
* glsl_type: Make all static objects be class privateIan Romanick2010-06-293-39/+72
* glsl2: Use talloc_strdup when generating constructor temporary namesIan Romanick2010-06-291-8/+13
* glsl_type: Remove vector and matrix constructor generatorsIan Romanick2010-06-293-370/+0
* glsl2: Don't flatten constructor parameters to scalarsIan Romanick2010-06-291-129/+59
* glsl2: Always emit matrix constructors inlineIan Romanick2010-06-291-1/+321
* glsl2: Always emit vector constructors inlineIan Romanick2010-06-291-1/+100
* ir_swizzle: Add new constructor, refactor constructorsIan Romanick2010-06-292-18/+56
* glsl2: Update TODO.Kenneth Graunke2010-06-291-4/+1
* glsl2: Check for non-void functions that don't have a return statement.Kenneth Graunke2010-06-292-0/+13
* glsl2: Reject return types with qualifiers.Kenneth Graunke2010-06-291-1/+10
* glsl2: Add a method for querying if an AST type has any qualifiers.Kenneth Graunke2010-06-292-0/+11
* glsl2: Check that returned expressions match the function return type.Kenneth Graunke2010-06-291-3/+11
* Use a more sensible context in copy propagation.Kenneth Graunke2010-06-281-3/+4
* Use more sensible contexts in ir_dead_code_local.Kenneth Graunke2010-06-281-3/+4
* glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizationsIan Romanick2010-06-281-0/+7
* glsl2: Use i2b and f2b IR opcodes for casting int or float to boolIan Romanick2010-06-281-9/+9
* ir_reader: Free memory for S-Expressions earlier.Kenneth Graunke2010-06-251-2/+2
* glsl2: Associate the GLenum for the type with builtin GLSL types.Eric Anholt2010-06-252-61/+99