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2010-06-30glsl2: Use _mesa_glsl_parse_state as the talloc parent, not glsl_shader.Kenneth Graunke
_mesa_glsl_parse_state should be the parent for all temporary allocation done while compiling a shader. glsl_shader should only be used as the parent for the shader's final IR---the _result_ of compilation. Since many IR instructions may be added or discarded during optimization passes, IR should not ever be allocated to glsl_shader directly. Done via sed -i s/talloc_parent(state)/state/g and s/talloc_parent(st)/st/g. This also removes a ton of talloc_parent calls, which may help performance.
2010-06-30glsl2: Steal the live IR and free the rest of the junk.Kenneth Graunke
2010-06-30linker: Don't dynamically allocate slots for linked shadersIan 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.
2010-06-30linker: Don't automatically allocate VERT_ATTRIB_GENERIC0Ian Romanick
2010-06-30glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.Eric Anholt
This avoids more allocation and shuffling of data around.
2010-06-30glsl2: Make function names and variable names be children of the node.Eric Anholt
This avoids losing their memory when the parser state is freed.
2010-06-30glsl2: 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.
2010-06-29ir_to_mesa: Start adding support for texture instructions.Eric Anholt
Fixes: glsl-fs-bug25902 glsl-fs-sampler-numbering glsl-lod-bias
2010-06-29glsl2: Keep the same number of components in implicit conversions.Kenneth Graunke
Fixes piglit test glsl-implicit-conversion-01.
2010-06-29glsl2: Make gl_MaxDrawBuffers available in the vertex shaderIan Romanick
2010-06-29glsl2: Make gl_MaxDrawBuffers available in the fragment shaderIan Romanick
2010-06-29glsl2: Make gl_FragData be available in GLSL 1.10 tooIan Romanick
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
2010-06-29glsl_type: All glsl_type objects live in their own talloc contextIan Romanick
2010-06-29glsl_type: Record type constructors are privateIan Romanick
2010-06-29glsl_type: Add get_record_instance methodIan Romanick
2010-06-29glsl_type: Vector, matrix, and sampler type constructors are privateIan Romanick
2010-06-29glsl_type: Make all static objects be class privateIan Romanick
2010-06-29glsl2: Use talloc_strdup when generating constructor temporary namesIan Romanick
2010-06-29glsl_type: Remove vector and matrix constructor generatorsIan Romanick
All scalar, vector, and matrix constructors are generated in-line during AST-to-HIR translation. There is no longer any need to generate function versions of the constructors.
2010-06-29glsl2: Don't flatten constructor parameters to scalarsIan Romanick
Now that all scalar, vector, and matrix constructors are emitted in-line, the parameters to these constructors should not be flattened to a pile of scalars. Instead, the functions that emit the in-line constructor bodies can directly write the parameters to the correct locations in the objects being constructed.
2010-06-29glsl2: Always emit matrix constructors inlineIan Romanick
2010-06-29glsl2: Always emit vector constructors inlineIan Romanick
2010-06-29ir_swizzle: Add new constructor, refactor constructorsIan Romanick
Adds a new constructor that takes an array of component values. Refactors the meat of the two constructors to an init_mask method.
2010-06-29glsl2: Update TODO.Kenneth Graunke
2010-06-29glsl2: Check for non-void functions that don't have a return statement.Kenneth Graunke
This doesn't do any control flow analysis to ensure that the return statements are actually reached. Fixes piglit tests function5.frag and function-07.vert.
2010-06-29glsl2: Reject return types with qualifiers.Kenneth Graunke
Fixes piglit test return-qualifier.frag.
2010-06-29glsl2: Add a method for querying if an AST type has any qualifiers.Kenneth Graunke
2010-06-29glsl2: Check that returned expressions match the function return type.Kenneth Graunke
From my reading of the specification, implicit conversions are not allowed. ATI seems to agree, though nVidia allows it without warning.
2010-06-28Use a more sensible context in copy propagation.Kenneth Graunke
2010-06-28Use more sensible contexts in ir_dead_code_local.Kenneth Graunke
2010-06-28glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizationsIan Romanick
2010-06-28glsl2: Use i2b and f2b IR opcodes for casting int or float to boolIan Romanick
2010-06-25ir_reader: Free memory for S-Expressions earlier.Kenneth Graunke
There's no point in keeping it around once we've read the IR. Also, remove an unnecessary talloc_parent call.
2010-06-25glsl2: Associate the GLenum for the type with builtin GLSL types.Eric Anholt
2010-06-25glsl2: Use the parser state as the talloc context for dead code elimination.Eric Anholt
This cuts runtime by around 20% from talloc_parent() lookups.
2010-06-25glsl2: Start integrating ir_to_mesa.cpp into shader_api.hEric Anholt
The compiler is now called by the driver, and generates program instructions. Parameter lists are still not set up, so the driver chokes on it shortly thereafter.
2010-06-25glsl2: Use Mesa types instead of duping them into our program.h.Eric Anholt
2010-06-25glsl2: Fix dependencies. (at least partially)Eric Anholt
2010-06-24glsl2: Replace the GLSL compiler with the glsl2 project.Eric Anholt
2010-06-24glsl2: Wrap includes of C interfaces with extern "C".Eric Anholt
2010-06-24glsl2: Remove files that had been imported for standalone.Eric Anholt
2010-06-24glsl2: Stop .gitignoring the old standalone build system.Eric Anholt
2010-06-24glsl2: Move the Mesa IR codegen into mesa/shader/Eric Anholt
2010-06-24Merge branch 'glsl2-head' into glsl2Eric Anholt
This brings in the standalone GLSL compiler that we are planning on replacing the existing Mesa GLSL compiler. It currently targets GLSL 1.20 and the Mesa IR.
2010-06-24glsl2: Add a README file for the new compiler.Eric Anholt
2010-06-24glsl2: Move the compiler to the subdirectory it will live in in Mesa.Eric Anholt
2010-06-04glsl: Recject rect samplers when GL_ARB_texture_rectangle is disabledKristian Høgsberg
2010-02-25glsl: implement support for GL_EXT_texture_arrayBrian Paul
GL_EXT_texture_array is different from the existing GL_MESA_texture_array support in that the former is only supported for GLSL, not fixed-function. The shadow compare versions of the sampler functions haven't been tested yet. The non-shadow versions have been tested with a new piglit test.