Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-06-30 | glsl2: Allow a fragment shader to not write a color. | Eric Anholt | |
I can't find any text justifying this check, and it caused a reasonable-looking shader in glsl-bug-22603 (which writes only gl_FragDepth) to fail. | |||
2010-06-30 | linker: Don't dynamically allocate slots for linked shaders | Ian Romanick | |
The can be at most one shader per stage. There are currently only two stages. There is zero reason to dynamically size this array. | |||
2010-06-30 | linker: Don't automatically allocate VERT_ATTRIB_GENERIC0 | Ian Romanick | |
2010-06-30 | glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program. | Eric Anholt | |
This avoids more allocation and shuffling of data around. | |||
2010-06-30 | glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *. | Eric Anholt | |
This saves recompiling at link time. gl_shader->ir is made a pointer so that we don't have to bring exec_list into mtypes.h. | |||
2010-06-24 | glsl2: Wrap includes of C interfaces with extern "C". | Eric Anholt | |
2010-06-24 | glsl2: Move the compiler to the subdirectory it will live in in Mesa. | Eric Anholt | |