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path: root/src/glsl/ir_import_prototypes.cpp
AgeCommit message (Collapse)Author
2011-02-21Use C-style system headers in C++ code to avoid issues with std:: namespaceIan Romanick
2011-01-31Convert everything from the talloc API to the ralloc API.Kenneth Graunke
2010-11-30glsl: Refactor out cloning of function prototypes.Kenneth Graunke
This allows us to reuse some code and will be useful later.
2010-11-29glsl: Make the symbol table's add_function just use the function's name.Eric Anholt
2010-09-07glsl: Move is_builtin flag back to ir_function_signature.Kenneth Graunke
This effectively reverts b6f15869b324ae64a00d0fe46fa3c8c62c1edb6c. In desktop GLSL, defining a function with the same name as a built-in hides that built-in function completely, so there would never be built-in and user function signatures in the same ir_function. However, in GLSL ES, overloading built-ins is allowed, and does not hide the built-in signatures - so we're back to needing this.
2010-08-26glsl: Move is_built_in flag from ir_function_signature to ir_function.Kenneth Graunke
Also rename it to "is_builtin" for consistency. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2010-08-04glsl2: Make the clone() method take a talloc context.Eric Anholt
In most cases, we needed to be reparenting the cloned IR to a different context (for example, to the linked shader instead of the unlinked shader), or optimization before the reparent would cause memory usage of the original object to grow and grow.
2010-07-22glsl2: Fix builtin prototypes defined in multiple glsl/builtins/* filesEric Anholt
If we put the protos in separate ir_functions, they wouldn't be found at lookup time for linking. Fixes: glsl-fs-texture2d-bias glsl-fs-texture2dproj-bias glsl-fs-texture2dproj-bias-2 glsl-lod-bias glsl1-texture2D(), computed coordinate
2010-07-21glsl2: Add function to import function prototypes from one IR tree to anotherIan Romanick