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path: root/src/mesa/shader/slang/slang_compile.c
AgeCommit message (Collapse)Author
2009-01-22glsl: call _mesa_write_shader_to_file(). Debug-only, disabledBrian Paul
2009-01-22glsl: set shader->CompileStatus in _slang_compile()Brian Paul
2009-01-15glsl: move declaration before codeBrian Paul
2009-01-14glsl: propagate pragma info down into compiler from preprocessorBrian Paul
2009-01-12glsl: better fix for for-loop scope issue (commit ↵Brian Paul
6333005f7aea3e5d1d86a5c47b3fa2a1ed2f3ff0)
2009-01-10glsl: force creation of new scope for for-loop bodyBrian Paul
Fixes regression in progs/demos/convolution.c due to loop unrolling. This also allows the following to be compiled correctly: for (int i = 0; i < n; i++) { int i; ... } This fix is a bit of a hack, however. The better fix would be to change the slang_shader.syn grammar. Will revisit that...
2009-01-10glsl: replace 0/1 with GL_FALSE/GL_TRUEBrian Paul
2009-01-07glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul
Now the #extension directives can be handled properly.
2008-12-16mesa: disable debug outputBrian Paul
2008-12-16mesa: fix some GLSL array regressionsBrian Paul
array.length() wasn't working. Swizzle mask for accessing elements of float arrays was incorrect.
2008-12-15mesa: bump glsl grammar revisionBrian Paul
And update some copyrights.
2008-12-12mesa: remove unused varpool code in glsl compilerBrian Paul
2008-12-12mesa: remove incorrect array_len assignmentBrian Paul
2008-12-12mesa: fix some more GLSL 1.20 array things.Brian Paul
Function that return arrays should work now.
2008-12-12mesa: glsl compiler function renamingBrian Paul
2008-12-12mesa: remove unused fixup table code in glsl compilerBrian Paul
2008-12-12mesa: checkpoint: GLSL 1.20 array constructorsBrian Paul
2008-12-11mesa: glsl clean-upsBrian Paul
2008-12-11mesa: checkpoint commit of GLSL 1.20 array syntax.Brian Paul
This allows things like float[3] x = float[3](1., 2., 3.); Parsing and AST construction now. Codegen not working yet.
2008-11-26mesa: remove debug codeBrian Paul
2008-11-24mesa: added support for GLSL 1.20 array.length() methodBrian Paul
This is the only method supported in GLSL 1.20 so we take a few short-cuts.
2008-11-24mesa: support for GLSL 1.20 array typesBrian Paul
This allows syntax like "float[8] foo, bar;"
2008-11-24mesa: copy centroid/invariance/precision info in parse_init_declarator()Brian Paul
2008-11-19mesa: glsl compiler debug codeBrian Paul
RETURN0 macro reports file/line before returning zero.
2008-11-07mesa: add support for 'centroid' qualifier in GLSL 1.20Brian Paul
2008-11-07mesa: add support for 'invariant' keyword for GLSL 1.20Brian Paul
2008-10-31mesa: fix some bugs with precision qualifier parsingBrian Paul
2008-08-16mesa: import latest GLSL code from gallium-0.1 branchBrian Paul
2008-07-29mesa: disable debug codeBrian Paul
2008-07-29mesa: glsl: silence warning (s/int/GLuint)Brian Paul
2008-07-29mesa: glsl: assorted fixes for resolving polymorphic functionsBrian Paul
Plus, - fix some issues in casting function arguments to format param types. - fix some vec/mat constructor bugs - find/report more syntax/semantic errors
2008-07-29mesa: glsl: only try to link shaders defining main()Brian Paul
2008-07-29mesa: implement grammar/parsing for precision/invariant syntaxBrian Paul
Plus, fix some issues with pre-defined preprocessor symbols and version checking.
2008-07-14mesa: assemble main() after all other functionsBrian Paul
Before, main() had to come after any functions it called.
2008-07-14mesa: check for null shader->SourceBrian Paul
2008-07-08mesa: compute global var size before doing codegenBrian Paul
2008-07-02mesa: added some debug code (disabled)Brian Paul
2008-06-12glsl: make sure we replace all output reads with temporariesZack Rusin
test in if.glsl
2008-06-12glsl: fix array size initialiazers using const variablesZack Rusin
e.g. const int kernelSize = 9; uniform vec2 kernel[kernelSize];
2008-05-20fix incorrect sampler numbering/indexing.Brian Paul
All samplers indexes were zero.
2008-05-14Updated GLSL uniform/sampler handling from gallium-0.1 branchBrian Paul
Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch
2007-10-24Implement gl_PointCoord attribute for GLSL fragment shaders.Brian
Contains the normalized fragment position within a point sprite.
2007-07-24call ctx->Driver.NewProgram() instead of _mesa_new_program()Brian
2007-07-04Be more consistant with paths in #includes. Eventually, eliminate a bunch ↵Brian
of -I flags.
2007-05-11don't ignore return value of _slang_codegen_global_variable()Brian
2007-04-21Remove all the USE_MEMPOOL debug code.Brian
2007-04-21Use new memory pool allocator. Lots of debug code still in place...Brian
2007-04-19init A.curFuncEndLabel = NULLBrian
2007-04-10update SLANG version testBrian
2007-04-09plug in GLSL 1.20 unitBrian