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* nir: Add opcodes for saturated vector math.Eric Anholt2015-10-232-0/+51
* glsl: fix shader storage block member rules when adding program resourcesSamuel Iglesias Gonsalvez2015-10-231-6/+27
* glsl: remove excess location qualifier validationTimothy Arceri2015-10-231-48/+22
* nir: Constify nir_gs_count_verticesJason Ekstrand2015-10-212-2/+2
* nir/info: Add more information about geometry shadersJason Ekstrand2015-10-212-0/+16
* glsl: check for arrays of arrays when assigning explicit locationsTimothy Arceri2015-10-211-1/+2
* glsl: add is_array_of_arrays() helperTimothy Arceri2015-10-211-0/+5
* glsl: Fix bad indentation in bit_logic_result_type().Kenneth Graunke2015-10-201-47/+47
* glsl: add AoA support to subroutinesTimothy Arceri2015-10-212-6/+39
* glsl: fix record type detection in explicit location assignTapani Pälli2015-10-211-1/+1
* glsl: do not try to reserve explicit locations for buffer variablesTapani Pälli2015-10-211-2/+2
* glsl: skip buffer variables when filling UniformRemapTableTapani Pälli2015-10-211-2/+5
* mesa: replace UsesClipDistance with ClipDistanceArraySizeMarek Olšák2015-10-202-22/+20
* glsl: fix stream qualifier for blocks with an instance nameTimothy Arceri2015-10-203-22/+16
* glsl: fix regression when building interface field name for SSBOsTimothy Arceri2015-10-201-0/+2
* nir/info: Add a few bits of info for fragment shadersJason Ekstrand2015-10-192-0/+23
* nir/info: Add compute shader local size to nir_shader_infoJason Ekstrand2015-10-192-0/+12
* nir/info: Move the GS info into a stage-specific info unionJason Ekstrand2015-10-192-8/+18
* mesa: Move gl_frag_depth_layout from mtypes.h to shader_enums.hJason Ekstrand2015-10-191-0/+17
* nir: Add a label to nir_shader_infoJason Ekstrand2015-10-193-0/+7
* scons: Build nir/glsl_types.cpp once.Jose Fonseca2015-10-191-1/+6
* glsl: fix segfault when indirect indexing a buffer variable which is an arraySamuel Iglesias Gonsalvez2015-10-191-1/+2
* build: fix make-check after a6a6a71Rob Clark2015-10-171-0/+5
* glsl: (mostly) remove libglsl_utilRob Clark2015-10-161-6/+0
* nir: remove dependency on glslRob Clark2015-10-167-6/+5
* glsl: move half<->float convertion to utilRob Clark2015-10-163-0/+3
* glsl: move builtin vector types to glsl_types.cppRob Clark2015-10-162-3/+15
* glsl: couple shader_enums cleanupsRob Clark2015-10-162-0/+15
* glsl: initialise record array count to 1Timothy Arceri2015-10-171-0/+1
* nir: add atomic lowering support for AoATimothy Arceri2015-10-171-10/+12
* nir: wrapper for glsl_type arrays_of_arrays_size()Timothy Arceri2015-10-172-0/+8
* glsl: silence warning about unhandled ast_unsized_array_dim case in switchBrian Paul2015-10-161-0/+3
* glsl: fix check SSBOs support for builtin functionsSamuel Iglesias Gonsalvez2015-10-161-1/+1
* nir: Get the number of SSBOs and UBOs rightIago Toral Quiroga2015-10-161-2/+2
* nir/glsl: Use shader_prog->Name for naming the NIR shaderJason Ekstrand2015-10-151-1/+1
* nir: Add helpers for creating variables and adding them to listsJason Ekstrand2015-10-153-34/+92
* nir: include nir_instr_set.h in the tarballEmil Velikov2015-10-151-0/+1
* glsl: Allow arrays of arrays in GLSL ES 3.10 and GLSL 4.30Timothy Arceri2015-10-153-18/+20
* glsl: allow for AoA in calculating offset to ubo start regionTimothy Arceri2015-10-151-2/+1
* glsl: build ubo name and indexing offset for AoATimothy Arceri2015-10-151-30/+86
* glsl: link uniform block arrays of arraysTimothy Arceri2015-10-153-112/+229
* glsl: Add AoA support when checking for non-const indexTimothy Arceri2015-10-151-1/+1
* glsl: Add support for lowering interface block arrays of arraysTimothy Arceri2015-10-151-14/+38
* glsl: add AoA support for an inteface with unsized array membersTimothy Arceri2015-10-151-4/+12
* glsl: add AoA support for linking interface blocks with unsized membersTimothy Arceri2015-10-152-6/+7
* glsl: avoid hitting assert for arrays of arraysTimothy Arceri2015-10-151-0/+6
* glsl: add AoA support for atomic countersTimothy Arceri2015-10-151-23/+54
* glsl: add std140 layout support for AoATimothy Arceri2015-10-151-7/+8
* glsl: calculate AoA uniform offset correctly for structsTimothy Arceri2015-10-151-1/+16
* glsl: remove dead code in a single passTimothy Arceri2015-10-154-17/+57