Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-07-22 | glsl2/builtins: Fix "mod" builtin to use scalar/vector operations. | Kenneth Graunke | |
2010-07-22 | glsl2: Fix the type of (1.0 - arg2) for mix(gen, gen, float). | Eric Anholt | |
Previously, we'd constant-fold up a value of vec4(1.0 - arg2, 0, 0, 0). Fixes: glsl1-mix(vec4) function | |||
2010-07-20 | glsl2: Fix asin() implementation. | Eric Anholt | |
I'd flipped around the order of two operations in paren-balancing adventures, and left out the multiply by sign(x) required for negative x. Fixes: glsl1-acos(vec4) function glsl1-asin(vec4) function glsl1-atan(vec4) function | |||
2010-07-20 | glsl2: notEqual() produces a boolean value, not the base type of the args. | Eric Anholt | |
Fixes: glsl1-vector relational (bvec2 ==,!=) glsl1-vector relational (vec4 !=) | |||
2010-07-19 | glsl2: Fix the expression type for atan's pi * sign(y). | Eric Anholt | |
Fixes CorrectFunction.vert. | |||
2010-07-18 | glsl2: Make cross() be an expression operation. | Eric Anholt | |
ARB_fp, ARB_vp, Mesa IR, and the 965 vertex shader all have instructions for cross. Shaves 12 Mesa instructions off of a 66-instruction shader I have. | |||
2010-07-14 | glsl2/builtins: Rework clamp to use scalar/vector combinations. | Kenneth Graunke | |
2010-07-14 | glsl2/builtins: Rework min/max to use scalar/vector combinations. | Kenneth Graunke | |
2010-07-07 | glsl: Fix the setup of refract()'s output for vec3/vec4 and k < 0.0. | Eric Anholt | |
caught by valgrind. | |||
2010-07-02 | glsl2/builtins: Use vector ops in "smoothstep." | Kenneth Graunke | |
2010-07-01 | glsl2: Add ir_unop_fract as an expression type. | Eric Anholt | |
Most backends will prefer seeing this to seeing (a - floor(a)), so represent it explicitly. | |||
2010-06-30 | glsl2: Don't break sign() down by vector components. | Eric Anholt | |
2010-06-30 | glsl2: Fix reversed value of step(). | Eric Anholt | |
It's 0.0 if x < edge, not 1.0. Partial fix for glsl-fs-step. | |||
2010-06-30 | glsl2: Fix up the implementation of fract() for vector types. | Eric Anholt | |
There's no need to split each vector component out, just do vector ops. | |||
2010-06-24 | glsl2: Move the compiler to the subdirectory it will live in in Mesa. | Eric Anholt | |