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* ir_to_mesa: Add support for dFdx, dFdy.Eric Anholt2010-06-291-0/+8
* ir_to_mesa: Start adding support for texture instructions.Eric Anholt2010-06-291-2/+136
* glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compilerIan Romanick2010-06-291-0/+2
* glsl2: Invoke preprocessor before calling the compiler properIan Romanick2010-06-291-3/+11
* ir_to_mesa: Actually initialize the undef register for scalar_op1.Eric Anholt2010-06-281-1/+1
* ir_to_mesa: Support user-defined varyings using the linker's locations.Eric Anholt2010-06-281-8/+22
* ir_to_mesa: Actually add the header file for the interface.Eric Anholt2010-06-281-0/+36
* ir_to_mesa: Fix binop_sqrt for multi-channel and negative source channels.Eric Anholt2010-06-281-1/+4
* ir_to_mesa: Fix indexes of temps used in expressions.Eric Anholt2010-06-281-29/+30
* ir_to_mesa: Notify the driver when we generate new Mesa programs for GLSL.Eric Anholt2010-06-281-0/+4
* ir_to_mesa: Add support for the pow expression.Eric Anholt2010-06-281-9/+39
* ir_to_mesa: Fix EmitCondCodes for boolean vars as condition.Eric Anholt2010-06-281-0/+14
* ir_to_mesa: Respect EmitCondCodes for IF statements.Eric Anholt2010-06-281-5/+19
* ir_to_mesa: Traverse the "else" instrs after "else", instead of "then" again.Eric Anholt2010-06-281-1/+1
* ir_to_mesa: Fix matrix * scalar multiplication.Eric Anholt2010-06-281-7/+13
* ir_to_mesa: Check the right element for matrix * scalar multiplication.Eric Anholt2010-06-281-1/+1
* glsl2: Add support for some builtin matrices.Eric Anholt2010-06-281-0/+86
* ir_to_mesa: Fix copy and wasted InputsRead/OutputsWritten setup.Eric Anholt2010-06-281-2/+2
* glsl2: Add support for non-float constants in Mesa IR.Eric Anholt2010-06-251-14/+33
* glsl2: Take out the spamming of debug flags I'd added.Eric Anholt2010-06-251-1/+0
* glsl2: Don't clear swizzles for Mesa IR constants after fetching them.Eric Anholt2010-06-251-2/+0
* glsl2: Start trying to hook up uniforms.Eric Anholt2010-06-251-11/+41
* glsl2: Use the parser state as the talloc context for dead code elimination.Eric Anholt2010-06-251-1/+1
* glsl2: Emit OPCODE_END at the end of the Mesa program.Eric Anholt2010-06-251-0/+2
* glsl2: Hook up constant parameters in ir_to_mesa.Eric Anholt2010-06-251-20/+16
* glsl2: Set InputsRead and OutputsWritten on the generated programs.Eric Anholt2010-06-251-0/+38
* glsl2: Start integrating ir_to_mesa.cpp into shader_api.hEric Anholt2010-06-252-20/+200
* glsl2: Replace the GLSL compiler with the glsl2 project.Eric Anholt2010-06-242-4/+3
* glsl2: Move the Mesa IR codegen into mesa/shader/Eric Anholt2010-06-241-0/+1211
* Make sure that symbols aren't multiply defined in the same scope.Ian Romanick2010-06-242-1/+54
* glsl: handle indirectly indexed input registers in linkerBrian Paul2010-06-021-29/+108
* mesa: use BITFIELD64_BIT() macroBrian Paul2010-06-021-1/+1
* glsl: fix bad sanity-check assertionBrian Paul2010-06-021-1/+1
* shaders: Don't lose the param binding swizzle for single params.Eric Anholt2010-06-022-2/+2
* mesa: use split_location_offset() in GetUniform() functionsBrian Paul2010-06-011-47/+54
* glsl: change uniform location/offset encodingBrian Paul2010-05-281-8/+30
* mesa: Remove unnecessary headers.Vinson Lee2010-05-271-5/+0
* mesa: remove unused includesBrian Paul2010-05-261-2/+0
* mesa: rewrite _mesa_get_handle() and add some commentsBrian Paul2010-05-261-6/+14
* mesa: move GLSL uniform functions into new source fileBrian Paul2010-05-264-857/+954
* mesa: move all vertex array functions into varray.cBrian Paul2010-05-252-273/+0
* mesa: added _mesa_GetVertexAttribIiv / AttribIuiv()Brian Paul2010-05-252-54/+146
* mesa: consolidate some glUniform codeBrian Paul2010-05-251-78/+29
* mesa: support for unsigned int uniformsBrian Paul2010-05-251-1/+55
* glsl: silence unused var warningsBrian Paul2010-05-242-0/+4
* mesa: Handle FEATURE_es2_glsl differences at runtime tooKristian Høgsberg2010-05-244-17/+31
* mesa: more info in glUniform error messagesBrian Paul2010-05-141-4/+7
* mesa: Remove no-op wrappers around trig functions.Eric Anholt2010-05-131-4/+4
* mesa: Remove _mesa_pow(), which is always just pow().Eric Anholt2010-05-131-4/+4
* mesa: Make FEATURE_ATI_fragment_shader more modular.Chia-I Wu2010-05-122-1/+52