Commit message (Collapse) | Author | Age | Files | Lines | |
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* | glsl2: Add a pass to convert mod(a, b) to b * fract(a/b). | Eric Anholt | 2010-07-01 | 8 | -7/+120 |
| | | | | 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 |
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* | glsl2: Add ir_unop_fract as an expression type. | Eric Anholt | 2010-07-01 | 6 | -8/+33 |
| | | | | | Most backends will prefer seeing this to seeing (a - floor(a)), so represent it explicitly. | ||||
* | ir_to_mesa: Add support for discard instructions. | Eric Anholt | 2010-06-30 | 1 | -2/+3 |
| | | | | Fixes glsl-fs-discard-01. | ||||
* | glsl2: Don't break sign() down by vector components. | Eric Anholt | 2010-06-30 | 2 | -32/+6 |
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* | ir_to_mesa: Add support for ir_unop_sign. | Eric Anholt | 2010-06-30 | 1 | -0/+3 |
| | | | | Fixes glsl-fs-sign, glsl-vs-sign. | ||||
* | i965: Add support for OPCODE_SSG. | Eric Anholt | 2010-06-30 | 5 | -0/+54 |
| | | | | | The old compiler didn't use SSG, and instead emitted SGT/SGT/SUB. We can do a little better for SSG than we do for the SGT series. | ||||
* | ir_to_mesa: Add missing no-op type conversions. | Eric Anholt | 2010-06-30 | 1 | -0/+2 |
| | | | | Fixes glsl-fs-step. | ||||
* | 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. | ||||
* | ir_to_mesa: Note which of our expr ops are unsupported 1.30 features. | Eric Anholt | 2010-06-30 | 1 | -0/+11 |
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* | 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. | ||||
* | ir_to_mesa: Initialize the (we never use it) abs field of Mesa src regs. | Eric Anholt | 2010-06-30 | 1 | -0/+1 |
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* | ir_to_mesa: Send the negate field on to Mesa IR. | Eric Anholt | 2010-06-30 | 1 | -0/+2 |
| | | | | Fixes glsl-fs-neg. | ||||
* | ir_to_mesa: When generating a swizzle, respect the reg's current swizzle. | Eric Anholt | 2010-06-30 | 1 | -5/+5 |
| | | | | Fixes depth-tex-modes-glsl. | ||||
* | glsl2: Implement AST->HIR support for the "discard" instruction. | Kenneth Graunke | 2010-06-30 | 1 | -1/+1 |
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* | glsl2: Define new ir_discard instruction. | Kenneth Graunke | 2010-06-30 | 11 | -0/+115 |
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* | ir_to_mesa: Support gl_FragDepth. | Eric Anholt | 2010-06-30 | 1 | -1/+1 |
| | | | | Fixes glsl-bug-22603. | ||||
* | 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. | ||||
* | mesa: Don't look in unallocatd param slots for parameter values. | Eric Anholt | 2010-06-30 | 1 | -1/+1 |
| | | | | | | | | | | glsl-derivs would add 40.0, 0.0, and 1.0 in order. When we went looking for 0.0, we'd find it in the second slot of the param, and use it, but param->Size would still be 1. When we went to add 1.0 and didn't find it, we'd put allocate it to that second slot and the 0.0 would actualy end up being 1.0. Fixes glsl-derivs, glsl-deriv-varyings. | ||||
* | ir_to_mesa: Fix the indexing of attributes in the program's Attributes. | Eric Anholt | 2010-06-30 | 1 | -1/+1 |
| | | | | | This fixes GetAttribLocation returning VERT_ATTRIB_GENERIC1 instead of 1, caught by glsl-dlist-getattriblocation. | ||||
* | 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 | 2 | -8/+2 |
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* | glsl2: Create new talloc contexts the "right" way. | Kenneth Graunke | 2010-06-30 | 2 | -2/+2 |
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* | 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 | 2 | -0/+22 |
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* | linker: Don't dynamically allocate slots for linked shaders | Ian Romanick | 2010-06-30 | 2 | -3/+6 |
| | | | | | The can be at most one shader per stage. There are currently only two stages. There is zero reason to dynamically size this array. | ||||
* | ir_to_mesa: Tell Mesa about our choices for vertex attribute locations. | Eric Anholt | 2010-06-30 | 1 | -0/+9 |
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* | linker: Don't automatically allocate VERT_ATTRIB_GENERIC0 | Ian Romanick | 2010-06-30 | 1 | -0/+6 |
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* | glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. | Eric Anholt | 2010-06-30 | 6 | -66/+36 |
| | | | | 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 | 7 | -125/+95 |
| | | | | | 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: Add support for ir_unop_abs. | Eric Anholt | 2010-06-29 | 1 | -0/+4 |
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* | ir_to_mesa: Add support for dFdx, dFdy. | Eric Anholt | 2010-06-29 | 1 | -0/+8 |
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* | ir_to_mesa: Start adding support for texture instructions. | Eric Anholt | 2010-06-29 | 2 | -2/+142 |
| | | | | | | | 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 |
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* | glsl2: Make gl_MaxDrawBuffers available in the fragment shader | Ian Romanick | 2010-06-29 | 1 | -0/+15 |
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* | glsl2: Make gl_FragData be available in GLSL 1.10 too | Ian Romanick | 2010-06-29 | 1 | -12/+5 |
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* | glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compiler | Ian Romanick | 2010-06-29 | 4 | -24/+35 |
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* | glsl_type: Add _mesa_glsl_release_types to release all type related storage | Ian Romanick | 2010-06-29 | 3 | -2/+33 |
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* | glsl_type: All glsl_type objects live in their own talloc context | Ian Romanick | 2010-06-29 | 2 | -4/+17 |
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* | glsl_type: Record type constructors are private | Ian Romanick | 2010-06-29 | 2 | -12/+16 |
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* | glsl_type: Add get_record_instance method | Ian Romanick | 2010-06-29 | 3 | -2/+86 |
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* | glsl_type: Vector, matrix, and sampler type constructors are private | Ian Romanick | 2010-06-29 | 2 | -34/+42 |
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* | glsl_type: Make all static objects be class private | Ian Romanick | 2010-06-29 | 3 | -39/+72 |
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* | glsl2: Use talloc_strdup when generating constructor temporary names | Ian Romanick | 2010-06-29 | 1 | -8/+13 |
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* | 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 |
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* | glsl2: Always emit vector constructors inline | Ian Romanick | 2010-06-29 | 1 | -1/+100 |
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