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2009-06-26glsl: Added gl_shader_state::EmitContReturn fieldBrian Paul
This is the start of a glsl-continue-return feature branch to support a GLSL code generator option for 'continue' and 'return' statements. Some targets don't support CONT or RET statements so we'll need to try to generate code that does not use them...
2009-06-22mesa: rename MAX_VERTEX_ATTRIBS to MAX_VERTEX_GENERIC_ATTRIBSBrian Paul
Be clearer that this is the number of generic vertex program/shader attributes, not counting the legacy attributes (pos, normal, color, etc). (cherry picked from commit 4a95185c9f30c2de7a03bb1a0653f51b53b1111d)
2009-06-10glsl: fix warnings, update comments, s/TRUE/GL_TRUE/Brian Paul
(cherry picked from master, commit 7fdd64ab29576e607434fb8c82ddfa61e8ea6aa8)
2009-06-10glsl: Handle continuation characters in preprocessor.Brian Paul
(cherry picked from master, commit cc22620e4b11425997f3bc1fc70f4c88cec22d2e)
2009-06-10glsl: Fix symbol replacement handling in preprocessor.Brian Paul
(cherry picked from master, commit d9617deb008b75f4a605a30408aeb1948139c33e)
2009-06-09glsl: Expand nested preprocessor macros.Brian Paul
(cherry picked from master, commit ef8caec29ae73bb2bbeb48f0578d839ef29348cd)
2009-06-08glsl: Fix preprocessor define argument parsing for dead sections.Brian Paul
(cherry picked from master, commit 19a54d9f1055c366fd77026dd67007a8d5921f58)
2009-06-08mesa: better error message for invalid texture unit indexBrian Paul
2009-05-08mesa: more complete fix for transform_invarient glitchesKeith Whitwell
Add a new flag mvp_with_dp4 in the context, and use that to switch both ffvertex.c and programopt.c vertex transformation code to either DP4 or MUL/MAD implementations.
2009-04-29mesa: added _mesa_check_soa_dependencies() functionBrian Paul
This function will check an instruction to see if there's data dependencies between the dst and src registers if executed in an SOA manner.
2009-04-27Avoid a segfault in shader compilationRobert Ellison
If a shader reaches an out-of-memory condition while adding a new function (reallocating the function list), a segfault will occur during cleanup (because the num_functions field is non-zero, but the functions pointer is NULL). This fixes that segfault by zeroing out the num_functions field if reallocation fails.
2009-04-22mesa: Fix buffer overflow when parsing generic vertex attributes.Brian Paul
2009-04-21mesa: new _NEW_PROGRAM_CONSTANTS flagBrian Paul
This state flag will be used to indicate that vertex/fragment program constants have changed. _NEW_PROGRAM will be used to indicate changes to the vertex/fragment shader itself, or misc related state. _NEW_PROGRAM_CONSTANTS is also set whenever a program parameter that's tracking GL state has changed. For example, if the projection matrix is in the parameter list, calling glFrustum() will cause _NEW_PROGRAM_CONSTANTS to be set. This will let to remove the need for dynamic state atoms in some drivers. For now, we still set _NEW_PROGRAM in all the places we used to. We'll no longer set _NEW_PROGRAM in glUniform() after drivers/etc have been updated.
2009-04-21mesa: print internal.current[i] attribBrian Paul
2009-04-21mesa: print parameter list dirty state flag maskBrian Paul
2009-04-18mesa: add switch case for GL_VERTEX_STATE_PROGRAM_NV in _mesa_new_program()Brian Paul
Fixes bug seen in progs/tests/vptest1.c
2009-04-17mesa: build a float[4] value in _mesa_add_sampler() to avoid random valuesBrian Paul
2009-04-14mesa: merge the prog_src_register::NegateBase and NegateAbs fieldsBrian Paul
There's really no need for two negation fields. This came from the GL_NV_fragment_program extension. The new, unified Negate bitfield applies after the absolute value step.
2009-04-14mesa: remove unused matrixType param from ctx->Driver.UniformMatrix() functionsBrian Paul
2009-04-14mesa: move #define for GL_PROGRAM_BINARY_LENGTH_OESBrian Paul
2009-04-14mesa: remove NV vertex/fragment program print/debug codeBrian Paul
The code in prog_print.c can be used instead.
2009-04-08mesa: minor datatype changes in optimization codeBrian Paul
2009-04-07glsl: enable the new linear scan register allocator codeBrian Paul
Seems to b working well enough to enable all the time. Optimizations can be disabled with "export MESA_GLSL=nopt" if needed.
2009-04-07glsl: don't optimize program if MESA_GLSL=noptBrian Paul
2009-04-03mesa: in mesa_add_named_constant(), avoid adding duplicate constantsBrian Paul
2009-04-03mesa: fix parameter counting in ARB vertex/fragment program parsingBrian Paul
Duplicated unnamed constants were getting counted more than once.
2009-04-03mesa: replace >= with > when testing if we've exceeded max local paramsBrian Paul
Now a program that uses 256 locals works as it should.
2009-04-03mesa: for OPCODE_LIT, use _mesa_pow() instead of exp() and log()Brian Paul
Also, s/pow/_mesa_pow/
2009-04-03mesa: rename some gl_light fields to be clearerBrian Paul
EyeDirection -> SpotDirection _NormDirection -> _NormSpotDirection
2009-04-03mesa: replace assertion with conditional in _mesa_opcode_string()Brian Paul
2009-04-03mesa: clean up formatting and use 'return' instead of 'break' consistantlyBrian Paul
2009-04-02glsl: fix segfault in linker when vertex or fragment shader was missingBrian Paul
2009-04-01glsl: implement compiling/linking of separate compilation unitsBrian Paul
A shader program may consist of multiple shaders (source code units). If we find there are unresolved functions after compiling the unit that defines main(), we'll concatenate all the respective vertex or fragment shaders then recompile. This isn't foolproof but should work in most cases.
2009-04-01mesa: use correct tex unit lod bias for TXB instructionBrian Paul
2009-04-01glsl: fix texgen state variable tokens in emit_statevars()Brian Paul
This fixes broken variable indexing into the gl_Eye/ObjectPlaneS/T/R/Q arrays. See bug 20986.
2009-04-01mesa: minor tweaks in append_token() for printing state var stringsBrian Paul
2009-03-25slang: ensure structure elements have their array length setAlan Hourihane
2009-03-20mesa: add new internal state var for window sizeBrian Paul
Actually, window width - 1, height - 1
2009-03-20mesa: linear scan register allocation for shader programsBrian Paul
This is a check-point commit; not turned on yet. Use the linear scan register allocation algorithm to re-allocate temporary registers. This is done by computing the live intervals for registers and reallocating temps with that information. For some shaders this dramatically reduces the number of temp registers needed. For the time being we give up on a few cases such as relative-indexed temps and subroutine calls (but we inline most GLSL functions anyway).
2009-03-20slang: Use _mesa_snprintf() wrapper.Michal Krol
2009-03-19slang: initialize the contextAlan Hourihane
2009-03-19slang: support uniform arraysAlan Hourihane
2009-03-19glsl: change GLSL #pragma initializationBrian Paul
Initialize the shader's pragma settings before calling the compiler. Added pragma "Ignore" fields to allow overriding the #pragma directives found in shader source code.
2009-03-19glsl: when debug pragma is on, emit comments about function calls/inlinesBrian Paul
BTW, the debug pragma syntax is "#pragma debug(on)"
2009-03-19slang: if/else/break & if/else/continue work for unrolled loopsAlan Hourihane
2009-03-18slang: redo the last commit for if/break & if/continue tests as itAlan Hourihane
wasn't good enough for deeply nested if's.
2009-03-18Revert "slang: if we detect an if/break or if/continue within a loop and we're"Alan Hourihane
This reverts commit 752296b8f311c5e3844f3ce89d17ba57224ce5ba.
2009-03-18slang: if we detect an if/break or if/continue within a loop and we'reAlan Hourihane
trying to unroll, bail, and fallback to doing the real loop.
2009-03-17mesa: update/fix doxygen commentsVinson Lee
2009-03-16mesa: Silence compiler warnings.Michal Krol