Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-02-28 | glsl: Enable GL_OES_texture_3D extension for ES2. | Kenneth Graunke | |
2011-02-27 | glsl/builtins: Fix return type for textureSize sampler2DArray variants. | Kenneth Graunke | |
A copy and paste error. | |||
2011-01-31 | glsl/builtins: Uncomment prototypes for texture*Offset functions. | Kenneth Graunke | |
2010-11-15 | glsl: Implement the asinh, acosh, and atanh built-in functions. | Kenneth Graunke | |
2010-10-21 | glsl: Add support for GLSL 1.30's modf built-in. | Kenneth Graunke | |
2010-10-14 | glsl: Add support for the 1.30 round() built-in. | Kenneth Graunke | |
This implements round() via the ir_unop_round_even opcode, rather than adding a new opcode. We may wish to add one in the future, since it might enable a small performance increase on some hardware, but for now, this should suffice. | |||
2010-10-14 | glsl: Add front-end support for GLSL 1.30's roundEven built-in. | Kenneth Graunke | |
Implemented using the op-code introduced in the previous commit. | |||
2010-10-14 | glsl: Add front-end support for the "trunc" built-in. | Kenneth Graunke | |
2010-09-07 | glsl: Add built-in function profiles for GLSL ES 1.00. | Kenneth Graunke | |
2010-08-18 | glsl/builtins: Add forgotten hyperbolic trig builtins in 1.30 profiles. | Kenneth Graunke | |
2010-08-17 | glsl2: Fix cut and paste error in EXT_texture_array builtins. | Kenneth Graunke | |
Fixes fd.o bug #29629. | |||
2010-08-16 | glsl2: Add builtins profile for GLSL 1.30. | Kenneth Graunke | |
Many functions are currently wrapped with #if 0 since we haven't implemented them yet. | |||
2010-08-13 | glsl2: Rework builtin function generation. | Kenneth Graunke | |
Each language version/extension and target now has a "profile" containing all of the available builtin function prototypes. These are written in GLSL, and come directly out of the GLSL spec (except for expanding genType). A new builtins/ir/ folder contains the hand-written IR for each builtin, regardless of what version includes it. Only those definitions that have prototypes in the profile will be included. The autogenerated IR for texture builtins is no longer written to disk, so there's no longer any confusion as to what's hand-written or generated. All scripts are now in python instead of perl. |