| Commit message (Collapse) | Author | Age | Files | Lines |
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It's annoying to use test suites under a Mesa debug build because
pretty output is cluttered with stderr's continuous reports that
you're still using the debug driver.
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The new usage message lists possible command line options. (Newcomers to Mesa
currently have to trawl through the source to find the command line options,
and we should save them from that trouble.)
Example Output
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usage: ./glsl_compiler [options] <file.vert | file.geom | file.frag>
Possible options are:
--glsl-es
--dump-ast
--dump-hir
--dump-lir
--link
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This adds sentinel values to the ir_expression_operation enum type:
ir_last_unop, ir_last_binop, and ir_last_opcode. They are set to the
previous one so they don't trigger "unhandled case in switch statement"
warnings, but should never be handled directly.
This allows us to remove the huge array of 1s and 2s in
ir_expression::get_num_operands().
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Signed-off-by: Jerome Glisse <[email protected]>
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We are not aware of any GPU that actually implements the cross product
as a single instruction. Hence, there's no need for it to be an opcode.
Future commits will remove it entirely.
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This is really supposed to be defined only if the driver supports highp
in the fragment shader - but all of our current ES2 implementations do.
So, just define it. In the future, we'll need to add a flag to
gl_context and only define the macro if the flag is set.
"Fixes" freedesktop.org bug #31673.
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Signed-off-by: Robert Hooker <[email protected]>
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Return values were erroneously cast from (ir_rvalue*) to (ir_expression*).
NOTE: This is a candidate for the 7.9 branch.
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ir_binop_less, ir_binop_greater, ir_binop_lequal, and ir_binop_gequal
are defined to work on vectors as well as scalars, as long as the two
operands have the same type.
This is evident from both ir_validate.cpp and our use of these opcodes
in the GLSL lessThan, greaterThan, lessThanEqual, greaterThanEqual
built-in functions.
Found by code inspection. Not known to fix any bugs. Presumably, our
tests for the built-in comparison functions must pass because C.E.
handling is done on the ir_call of "greaterThan" rather than the inlined
opcode. The C.E. handling of the built-in function calls is correct.
NOTE: This is a candidate for the 7.9 branch.
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Default group bytes to 512 on evergreen. Don't query
tiling config yet for evergreen, the current info returned is not
adequate for evergreen (no way to get bank info).
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To better match other functions.
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Per section 4.5.4 of the GLSL 1.30 specification.
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Vertex data swizzles are already done in the vertex shader. Doing them twice
breaks BGRA vertex arrays for example.
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RET was interpreted as END, which was wrong. Instead, if a shader contains RET
in the main function, it will fail to compile with an error message
from now on.
The hack is from early days.
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These predicates will be used in other places soon.
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This was accidentally removed in commit 32aaf89823de11e98cb59d5ec78c66cd3e74bcd4.
Fixes SCons builds.
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And alphabetize the opt_* files.
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When drawing GL_DEPTH_COMPONENT the usual fragment pipeline steps apply
so don't override the depth state.
When drawing GL_STENCIL_INDEX (or GL_DEPTH_STENCIL) the fragment pipeline
does not apply (only the stencil and Z writemasks apply) so disable writes
to the color buffers.
Fixes some regressions from commit ef8bb7ada98f1ddc8e2554a7336af5d669cb1290
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This helps distinguish between lowering passes, optimization passes, and
other compiler code.
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This was from when glsl2 lived in a separate repository and used
automake.
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For the last three commits.
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This consolidates the TOKEN_OR_IDENTIFIER and RESERVED_WORD macros into
a single KEYWORD macro.
The old TOKEN_OR_IDENTIFIER macros handled the case of a word going from
an identifier to a keyword; the RESERVED_WORD macro handled a word going
from a reserved word to a language keyword. However, neither could
properly handle samplerBuffer (for example), which is an identifier in
1.10 and 1.20, a reserved word in 1.30, and a keyword in 1.40 and on.
Furthermore, the existing macros didn't properly handle reserved words
in GLSL ES 1.00. The best they could do was return a token (rather than
an identifier), resulting in an obtuse parser error, rather than a
user-friendly "you used a reserved word" error message.
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