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android-x86-mesa.git
envsa_r300
froyo-x86
r300
Androïd/x86 port of Mesa drivers
Hugues Hiegel
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2010-08-13
glsl2: Move ir_to_mesa handling to driver CompileShader and LinkShader hooks.
Eric Anholt
2010-08-13
glsl2: Move the common optimization passes to a helper function.
Eric Anholt
2010-08-12
glsl2: Use Elements from main/compiler.h instead of open-coding
Ian Romanick
2010-08-12
mesa: check for null shader->InfoLog before printing
Brian Paul
2010-08-11
glsl2: remove stray semicolon
Brian Paul
2010-08-09
glsl2: Add a pass to transform ir_binop_sub to add(op0, neg(op1))
Eric Anholt
2010-08-09
glsl2: Add constant propagation.
Eric Anholt
2010-08-06
glsl2: Move gl_program->InputsRead/OutputsWritten setting to an ir pass.
Eric Anholt
2010-08-06
ir_to_mesa: Add support for sampler arrays.
Eric Anholt
2010-08-06
glsl2: Don't assert in a couple of places when encountering sampler arrays.
Eric Anholt
2010-08-06
ir_to_mesa: Give the expected size for _mesa_add_attribute().
Eric Anholt
2010-08-05
ir_to_mesa: Handle texture-array samplers
Ian Romanick
2010-08-05
glsl2: Add a pass to convert exp and log to exp2 and log2.
Eric Anholt
2010-08-05
ir_to_mesa: Don't do function inlining until linking.
Eric Anholt
2010-08-05
glsl2: Don't try to dump GLSL IR for a shader that didn't compile.
Eric Anholt
2010-08-05
ir_to_mesa: Remove debug force-enablement of EmitNoIfs.
Eric Anholt
2010-08-04
i965: Settle on printing our program debug to stdout.
Eric Anholt
2010-08-04
ir_to_mesa: Print shader source and compiled IR under MESA_GLSL=dump.
Eric Anholt
2010-08-04
glsl2: Add ir_assignment::write_mask and associated methods
Ian Romanick
2010-08-04
ir_to_mesa: Clean up the mapping of samplers to Mesa's sampler uniforms.
Eric Anholt
2010-08-04
mesa: Don't null deref looking for Mesa IR code at compile time.
Eric Anholt
2010-08-04
glsl2: Skip talloc_parent in constant_expression of non-constant arrays.
Eric Anholt
2010-08-02
ir_to_mesa: Add support for 1.20 uniform initializers.
Eric Anholt
2010-08-02
Initialize a couple of HasIndex2 fields on Mesa IR src regs.
Eric Anholt
2010-08-02
ir_to_mesa: Support for struct uniforms.
Eric Anholt
2010-08-02
ir_to_mesa: Add a constructor for ir_to_mesa_src_reg.
Eric Anholt
2010-08-02
Keep a local copy of the symbol name in the symbol table
Ian Romanick
2010-08-01
ir_to_mesa: Add support for MESA_GLSL=log.
Eric Anholt
2010-07-31
glsl2: Add new tree grafting optimization pass.
Eric Anholt
2010-07-30
ir_to_mesa: Add the function name as a comment to BGNSUB and ENDSUB.
Eric Anholt
2010-07-29
ir_to_mesa: Don't emit a duplicate return at the end of a function.
Eric Anholt
2010-07-28
ir_to_mesa: Respect the driver if it rejects a shader.
Eric Anholt
2010-07-28
glsl2: Add support for redeclaring layout of gl_FragCoord for ARB_fcc.
Eric Anholt
2010-07-28
ir_to_mesa: Add remaining state variable (builtin uniforms) support.
Eric Anholt
2010-07-27
ir_to_mesa: Provide a restricted type size to _mesa_add_uniform.
Eric Anholt
2010-07-27
ir_to_mesa: Add support for array constants.
Eric Anholt
2010-07-27
glsl2: Make the dead code handler make its own talloc context.
Eric Anholt
2010-07-27
mesa: Allow large temporary indices coming into the temporary reg allocator.
Eric Anholt
2010-07-27
ir_to_mesa: Set the swizzle on constant struct src regs.
Eric Anholt
2010-07-27
ir_to_mesa: Fix stray "break" that broke functions of >1 argument.
Eric Anholt
2010-07-27
glsl2: Add optimization pass for algebraic simplifications.
Eric Anholt
2010-07-26
ir_to_mesa: Fix up handling of void function returns.
Eric Anholt
2010-07-26
ir_to_mesa: Actually allocate the right size for constant matrix temps.
Eric Anholt
2010-07-26
ir_to_mesa: Add support for structure constants.
Eric Anholt
2010-07-26
Merge remote branch 'origin/master' into glsl2
Eric Anholt
2010-07-21
Regenerate program/lex.yy.c
Carl Worth
2010-07-21
Avoid more warnings in flex-generated code.
Carl Worth
2010-07-21
Avoid warnings in flex-generated code.
Carl Worth
2010-07-13
mesa: add comments and change Index2D to just Index2
Zack Rusin
2010-07-10
mesa: make uniform work with geometry shaders
Zack Rusin
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