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path: root/src/glsl/main.cpp
AgeCommit message (Expand)Author
2011-02-21Use C-style system headers in C++ code to avoid issues with std:: namespaceIan Romanick
2011-01-31glsl: Ensure that all GLSL versions are supported in the stand-alone compilerIan Romanick
2011-01-31Convert everything from the talloc API to the ralloc API.Kenneth Graunke
2011-01-15Merge branch 'draw-instanced'Brian Paul
2011-01-14glsl: fix implicit int to bool warningBrian Paul
2011-01-12glsl: Make builtin_compiler portable for non-unices.José Fonseca
2010-12-08glsl: add support for system values and GL_ARB_draw_instancedBrian Paul
2010-11-25glsl: Use do_common_optimization in the standalone compiler.Kenneth Graunke
2010-11-17glsl: Improve usage message for glsl_compilerChad Versace
2010-10-14glsl: Slightly change the semantic of _LinkedShadersIan Romanick
2010-10-13Drop GLcontext typedef and use struct gl_context insteadKristian Høgsberg
2010-09-08glsl: add several EmitNo* options, and MaxUnrollIterationsLuca Barbieri
2010-09-08glsl: Support GLSL ES in the standalone compile.Chia-I Wu
2010-09-08glsl: Require a context in _mesa_glsl_parse_state.Chia-I Wu
2010-09-07glsl: Define GL_ES preprocessor macro if API is OpenGL ES 2.0.Kenneth Graunke
2010-09-03glsl2: Add module to perform simple loop unrollingIan Romanick
2010-09-03glsl2: Perform initial bits of loop analysis during compilationIan Romanick
2010-08-18mesa: Free old linked shaders when relinking new shaders.Eric Anholt
2010-08-09glsl2: Add constant propagation.Eric Anholt
2010-08-02glsl2: Clean-up two 'unused variable' warningsIan Romanick
2010-07-31glsl2: Add new tree grafting optimization pass.Eric Anholt
2010-07-27glsl2: Make the dead code handler make its own talloc context.Eric Anholt
2010-07-27glsl2: Add optimization pass for algebraic simplifications.Eric Anholt
2010-07-22glsl2: Fix standalone compiler to not crash horribly.Kenneth Graunke
2010-07-21linker: Link built-in functions instead of including them in every shaderIan Romanick
2010-07-20glsl2: Implement utility routine to talloc reparent an IR treeIan Romanick
2010-07-20glsl2: Add definitions of the builtin constants present in GLSL 1.10.Eric Anholt
2010-07-20glsl2: Don't validate IR if there were compilation errorsIan Romanick
2010-07-19linker: Track and validate GLSL versions used in shadersIan Romanick
2010-07-12linker: Stub-out intrastage linkerIan Romanick
2010-07-08glsl2: Remove generate_temporary and global temporary counter.Kenneth Graunke
2010-07-06glsl2: Add pass for supporting variable vector indexing in rvalues.Eric Anholt
2010-07-02glsl2: Print the linking info log in the stand-alone compilerIan Romanick
2010-07-01glsl2: Conditionally allow optional extensions to be enabledIan Romanick
2010-07-01glsl2: Conditionally define preprocessor tokens for optional extensionsIan Romanick
2010-07-01glsl2: Add gl_MaxTextureCoordsIan Romanick
2010-06-30glsl2: Preprocessed source doesn't need to live past compile time.Kenneth Graunke
2010-06-30glsl2: Steal the live IR and free the rest of the junk.Kenneth Graunke
2010-06-30glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt
2010-06-30glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.Eric Anholt
2010-06-29glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compilerIan Romanick
2010-06-29glsl_type: Add _mesa_glsl_release_types to release all type related storageIan Romanick
2010-06-28glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizationsIan Romanick
2010-06-25glsl2: Use the parser state as the talloc context for dead code elimination.Eric Anholt
2010-06-24glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt