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2010-06-23ir_variable: Set locations for shader built-in variablesIan Romanick
2010-06-22Include stdio.h and stdlib.h everywhere, and don't cook our own #define NULL.Eric Anholt
2010-06-07Bump GL_MAX_TEXTURE_COORDS from 2 to 4Ian Romanick
Every platform that supports GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4 for now. This causes the following tests to pass: glslparsertest/glsl2/norsetto-bumptbn_sh_fp.vert glslparsertest/glsl2/xreal-lighting-d-omni.vert glslparsertest/glsl2/xreal-lighting-db-omni.vert glslparsertest/glsl2/xreal-lighting-dbs-omni.vert
2010-06-01Add builtin gl_LightSource[].Eric Anholt
Fixes gst-gl-bumper.vert parsing.
2010-05-03Quiet warnings about ir_shader not being handled in places it's not needed.Eric Anholt
2010-04-26Implement gl_TextureMatrix built-in uniformIan Romanick
2010-04-23Put static pointers to vec[234]_types along with the static float_type.Eric Anholt
Otherwise you have to type a lot of get_instance.
2010-04-21Add missing break statementIan Romanick
2010-04-19Mark some variables as having usage beyond the shader's scope.Eric Anholt
This will be important to optimization passes. We don't want to dead-code eliminate writes to out varyings, or propagate uninitialized values of uniforms.
2010-04-07Add support for GL_ARB_draw_buffers extensionIan Romanick
2010-04-07Call glsl_type::get_instance correctly: the number of rows must be at least 1Ian Romanick
This causes the following tests to pass: shaders/glsl-tex-mvp.vert
2010-04-07Add gl_ClipDistance in fragment shaderIan Romanick
2010-04-05Add definition of gl_ClipDistance[]Eric Anholt
2010-04-02Make built-in gl_TexCoord available in vertex and fragment shadersIan Romanick
2010-03-29Add definitions for 1.10 built-in uniforms for ff state.Eric Anholt
2010-03-29Add support for builtin deprecated fs varyings.Eric Anholt
Fixes glsl-color.frag.
2010-03-25Set up fragment shader builtin variables.Eric Anholt
2010-03-19Use glsl_symbol_table instead of using _mesa_symbol_table directlyIan Romanick
2010-03-10IR variable: Initial work to support GLSL built-in variablesIan Romanick