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path: root/src/mesa/shader/slang/library
AgeCommit message (Collapse)Author
2007-07-03added vec2(vec4) constructor, bug 11404Brian
2007-05-10regeneratedBrian
2007-05-10Implement exp() in terms of __asm float_power. Fix typo in mod(vec4) function.Brian
exp() was using __asm float_exp (OPCODE_EXP) but that computes base two, not e. See bug 10907.
2007-05-01regeneratedBrian
2007-05-01implement acos(), asin(), atan()Brian
2007-04-27asin(), acos(), atan() just return 0.5 for now to avoid crashing. Fix someday.Brian
2007-04-17regeneratedBrian
2007-04-17fix/simplify some texture functionsBrian
2007-04-17more matrix function updatesBrian
2007-04-14implement shadow2DRect functionsBrian
2007-04-11regeneratedBrian
2007-04-11checkpoint: updating non-square matrix constructors and operatorsBrian
2007-04-11move/fix texture sampling funcsBrian
2007-04-10Add missing generated file.Michel Dänzer
2007-04-08support for GLSL 1.20 non-square matricesBrian
2007-03-28Handle logical NOT and XOR without library functions. Results in much ↵Brian
tighter code.
2007-03-13get rid of float_multiply, float_add, float_divideBrian
2007-03-12Implement GL_ARB_texture_rectangle supportBrian
This includes the sampler2DRect and sampler2DRectShadow types and the texture2DRect(), texture2DRectProj(), etc. built-in functions.
2007-03-09use gl_ModelViewProjectionMatrixTranspose in ftransform()Brian
2007-03-08added missing bvec2/3/4 constructorsBrian
2007-03-08Update lessThan(), lessThanEqual() functions, improve some matrix constructors.Brian
2007-03-08Rework matrix-related code.Brian
GLSL matrices are stored in column-major order while GL_ARB_vertex/fragment_program use row-major. So, need to use STATE_MATRIX_TRANSPOSE for built-in matrices. Unfortunately, this means that the expression M * V isn't very efficient since we need to extract the rows out of M. And that's the typical expression for vertex transformation: gl_ModelViewProjectionMatrix * gl_Position. Solve this inefficiency by looking for M*V expressions and replacing them with V*Transpose(M). Also, add support for GLSL 1.20's MatrixTranspose, Inverse and InverseTranspose matrices.
2007-03-07regeneratedBrian
2007-03-07fix broken __postDecr()Brian
2007-03-06more integer arithmetic updatesBrian
2007-03-06fix some int arithmetic problemsBrian
2007-02-03minor tweaks to distance() funcsBrian
2007-02-02remove slang_builtin_vec4.gcBrian
2007-02-02remove slang_builtin_vec4.gcBrian
2007-01-31New asm instruction and IR_CLAMP node type to allow clamping to [0,1] with ↵Brian
instruction saturate-write option. Not finished yet.
2007-01-28noise functionsBrian
2007-01-28implement mix() with LRP instructionBrian
2007-01-20Reimplement && and || to do short-circuit evaluation.Brian
Improved shader error handling.
2007-01-20rewrite more __postIncr functionsBrian
2007-01-19Rewrite normalize(vec3/vec4) to use one less register.Brian
2007-01-19print error msg when there's a problemBrian
2007-01-19remove stray tabBrian
2007-01-19change while-loop to create new scope for loop body, per specBrian
2007-01-18rewrite a bunch of assignment operators (like +=)Brian
2007-01-17rewrite additional matrix-related functions to reduce register needsBrian
2007-01-17rewrite mat4 * mat4 operator to use fewer tempsBrian
2007-01-17rewrite matrix constructorsBrian
2007-01-17Rewrite a bunch of constructors. It's now important that the firstBrian
constructor for any given type be the one that takes the most parameters as this is the constructor that'll be used when there's no perfect match to the caller's arguments. See the _slang_adapt_call() function for details.
2007-01-16commentsBrian
2007-01-16implement logical or, xor, notBrian
2007-01-16some additional vector constructorsBrian
2007-01-15Reimplement the post-increment/decrement functions.Brian
Instead of defining functions with an extra dummy parameter to distinguish from the pre-incr/decr functions, just use new function names: __postIncr and __postDecr.
2007-01-15Implement the ++var and --var operators, improve some constructors.Brian
2007-01-13added another vec4 constructor, updated += operatorBrian
2007-01-11new vec3 constructor, replace float_add w/ vec4_addBrian