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* glsl: call _mesa_write_shader_to_file(). Debug-only, disabledBrian Paul2009-01-221-0/+4
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* glsl: new _mesa_write_shader_to_file() functionBrian Paul2009-01-222-159/+256
| | | | | Used to log a shader to a file. Includes shader source code, the info log and generated GPU instructions.
* glsl: set shader->CompileStatus in _slang_compile()Brian Paul2009-01-222-1/+6
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* glsl: silence unused var warningsBrian Paul2009-01-201-0/+2
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* mesa: silence compiler warning at -O2Brian Paul2009-01-201-0/+1
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* glsl: fix broken sampler assignmentsBrian Paul2009-01-161-1/+2
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* glsl: use _mesa_sprintf()Brian Paul2009-01-151-2/+2
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* glsl: move declaration before codeBrian Paul2009-01-151-1/+1
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* glsl: fix commentBrian Paul2009-01-141-1/+1
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* glsl: minor clean-up for rect sampler testBrian Paul2009-01-141-5/+18
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* glsl: propagate pragma info down into compiler from preprocessorBrian Paul2009-01-147-21/+80
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* glsl: simplify IR storage for samplersBrian Paul2009-01-144-13/+34
| | | | Don't overload the Size field with the texture target, to avoid confusion.
* Treat image units and coordinate units differently.Ian Romanick2009-01-141-3/+28
| | | | | | | | | | | | Previously MaxTextureUnits was used to validate both texture image units and texture coordinate units in fragment programs. Instead, use MaxTextureCoordUnits for texture coordinate units and MaxTextureImageUnits for texture image units. Fixes bugzilla #19468. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glsl: fix regression from sampler arrays commitAlan Hourihane2009-01-141-3/+1
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* mesa: put _NV suffix on a few opcodesBrian Paul2009-01-141-5/+6
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* glsl: fix a comment typoAlan Hourihane2009-01-141-1/+1
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* glsl: support sampler arrays.Alan Hourihane2009-01-143-11/+49
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* glsl: add preprocessor support for #pragmaBrian Paul2009-01-133-1/+74
| | | | | | Two forms are supported: Pragmas are silently ignored at this time.
* glsl: better fix for for-loop scope issue (commit ↵Brian Paul2009-01-123-31/+4
| | | | 6333005f7aea3e5d1d86a5c47b3fa2a1ed2f3ff0)
* glsl: force creation of new scope for for-loop bodyBrian Paul2009-01-101-0/+18
| | | | | | | | | | | Fixes regression in progs/demos/convolution.c due to loop unrolling. This also allows the following to be compiled correctly: for (int i = 0; i < n; i++) { int i; ... } This fix is a bit of a hack, however. The better fix would be to change the slang_shader.syn grammar. Will revisit that...
* glsl: replace 0/1 with GL_FALSE/GL_TRUEBrian Paul2009-01-101-18/+18
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* glsl: make minimum struct size = 2, not 1Brian Paul2009-01-091-1/+8
| | | | | | | 1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders.
* glsl: fix typo in the vec2 += operator functionBrian Paul2009-01-082-2/+2
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* glsl: fix broken +=, -=, *=, /= operatorsBrian Paul2009-01-082-737/+786
| | | | | | | These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
* mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul2009-01-081-1/+1
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* mesa: additional case in file_string()Brian Paul2009-01-071-0/+2
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* glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul2009-01-073-35/+65
| | | | Now the #extension directives can be handled properly.
* glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul2009-01-071-1/+1
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* glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul2009-01-071-0/+11
| | | | gl_FragData[]
* mesa: Add _mesa_snprintf.José Fonseca2009-01-073-7/+7
| | | | | | On Windows snprintf is renamed as _snprintf. (cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
* glsl: disable some unused functions (but don't remove just yet)Brian Paul2009-01-071-1/+8
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* glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul2009-01-071-24/+58
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* glsl: remove dead codeBrian Paul2009-01-071-13/+2
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* glsl: loop unroll adjustmentsBrian Paul2009-01-061-1/+20
| | | | | | | Add a "max complexity" heuristic to allow unrolling long loops with small bodies and short loops with large bodies. The loop unroll limits may need further tweaking...
* glsl: implement loop unrolling for simple 'for' loopsBrian Paul2009-01-061-24/+205
| | | | | | | | | | | | | | | | | Loops such as this will be unrolled: for (i = 0; i < 4; ++i) { body; } where 'body' isn't too large. This also helps to fix the issue reported in bug #19190. The problem there is indexing vector types with a variable index. For example: vec4 v; v[2] = 1.0; // equivalent to v.z = 1.0 v[i] = 2.0; // variable index into vector!! Since the for-i loop can be unrolled, we can avoid the problems associated with variable indexing into a vector (at least in this case).
* mesa: Move var declaration to top of scope.Brian Paul2009-01-061-0/+8
| | | | (cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
* mesa: fix a GLSL swizzled writemask bugBrian Paul2009-01-051-2/+18
| | | | | | | | | This fixes cases such as: vec4 v4; vec2 v2; v4.xz.yx = v2; The last line now correctly compiles into MOV TEMP[1].xz, TEMP[0].yyxw; Helps to fix the Humus Domino demo. See bug 19189.
* mesa: fix warning about possibly undefined var in GLSL compilerBrian Paul2009-01-021-6/+4
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* mesa: fix another "out of samplers" problemBrian Paul2009-01-023-18/+50
| | | | | | Now only the samplers that are actually used by texture() functions are saved in the uniform variable list. Before, we could run out of samplers if too many were declared while only some of them were actually used.
* mesa: updated comments about GLSL constantsBrian Paul2009-01-011-2/+3
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* mesa: increase max texture image units and GLSL samplers to 16Brian Paul2008-12-312-6/+7
| | | | | | | | | | | | | | | | The max texture coord units is still 8. All the fixed-function paths are still limited to 8 too. But GLSL shaders can use more samplers now. Note that some texcoord-related data structures are declared to be 16 elements in size rather than 8. This just simplifies the code in a few places; the extra elements aren't accessible to the user. These changes haven't been extensively tested yet, but sanity checking has been done. It should be possible to increase the max image units/samplers to 32 without doing anything special. Beyond that we'll need longer bitfields in a few places.
* mesa: fix bug in evaluation of structure fieldsBrian Paul2008-12-301-3/+1
| | | | Fixes incorrect size information. See bug 19273.
* mesa: allow variable indexing into the predefined uniform variable arraysBrian Paul2008-12-305-91/+376
| | | | | | | | | | | | | | | | | | | This allows code such as "vec4 a = gl_LightSource[i].ambient;" to work. When a built-in uniform array is indexed with a variable index we need to "unroll" the whole array into the parameter list (aka constant buffer) because we don't know which elements may be accessed at compile-time. In the case of the gl_LightSource array of size [8], we emit 64 state references into the parameter array (8 elements times 8 vec4s per gl_LightSourceParameters struct). Previously, we only allowed constant-indexed references to uniform arrays (such as gl_LightSource[2].position) which resulted in a single state reference being added to the parameter array, not 64. We still optimize this case. Users should be aware that using "gl_LightSource[i].ambient" in their shaders is a bit expensive since state validation will involve updating all 64 light source entries in the parameter list.
* mesa: better error message when running out of GLSL samplersBrian Paul2008-12-301-1/+4
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* mesa: comments for some state varsBrian Paul2008-12-301-4/+4
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* GLSL: The LOG2 macro doesn't have enough precisionIan Romanick2008-12-191-2/+9
| | | | | It looks like the LOG2 macro only has 8 or 9 bits of precission, but the ARB_vertex_program spec says "accurate to at least 10 bits".
* glsl: Fix handling of nested parens in macro actual arguments.Michal Krol2008-12-181-2/+15
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* mesa: disable debug outputBrian Paul2008-12-161-2/+2
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* mesa: fix some GLSL array regressionsBrian Paul2008-12-164-66/+85
| | | | | array.length() wasn't working. Swizzle mask for accessing elements of float arrays was incorrect.
* mesa: rename slang_library_noise.[ch] to prog_noise.[ch] and rename functionsBrian Paul2008-12-154-520/+650
| | | | | The noise functions were not glsl-specific. Also, ran indent on the code to clean it up.