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authorBrian Paul <brian.paul@tungstengraphics.com>2008-11-19 14:12:25 -0700
committerBrian Paul <brian.paul@tungstengraphics.com>2008-11-19 14:12:25 -0700
commitae0ff8097b85d3537a7be1674d55a44a9bd6018e (patch)
tree61c822bc84183fce03a329893daaf19d548eb278 /src/mesa/shader/slang/slang_compile.c
parente709d68d92ef6f2392b118d0a22452e8f4c53e9a (diff)
mesa: rework GLSL array code generation
We now express arrays in terms of indirect addressing. For example: dst = a[i]; becomes: MOV dst, TEMP[1 + TEMP[2].y]; At instruction-emit time indirect addressing is converted into ARL/ ADDR-relative form: ARL ADDR.x, TEMP[2].y; MOV dst, TEMP[1 + ADDR.x]; This fixes a number of array-related issues. Arrays of arrays and complex array/struct nesting works now. There may be some regressions, but more work is coming.
Diffstat (limited to 'src/mesa/shader/slang/slang_compile.c')
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