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2009-01-16Merge commit 'origin/master' into gallium-0.2Alan Hourihane
Conflicts: src/mesa/shader/slang/slang_compile.c
2009-01-16glsl: fix broken sampler assignmentsBrian Paul
2009-01-15glsl: use _mesa_sprintf()Brian Paul
2009-01-15glsl: move declaration before codeBrian Paul
2009-01-15mesa: Fix merge conflictsJakob Bornecrantz
2009-01-14glsl: fix commentBrian Paul
2009-01-14glsl: minor clean-up for rect sampler testBrian Paul
2009-01-14Merge commit 'origin/master' into gallium-0.2Alan Hourihane
Conflicts: docs/install.html docs/relnotes-7.3.html src/mesa/shader/slang/slang_codegen.c src/mesa/shader/slang/slang_compile.c src/mesa/shader/slang/slang_emit.c src/mesa/shader/slang/slang_preprocess.c src/mesa/shader/slang/slang_preprocess.h
2009-01-14glsl: propagate pragma info down into compiler from preprocessorBrian Paul
2009-01-14glsl: simplify IR storage for samplersBrian Paul
Don't overload the Size field with the texture target, to avoid confusion.
2009-01-14Treat image units and coordinate units differently.Ian Romanick
Previously MaxTextureUnits was used to validate both texture image units and texture coordinate units in fragment programs. Instead, use MaxTextureCoordUnits for texture coordinate units and MaxTextureImageUnits for texture image units. Fixes bugzilla #19468. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com>
2009-01-14glsl: fix regression from sampler arrays commitAlan Hourihane
2009-01-14glsl: fix regression from sampler arrays commitAlan Hourihane
2009-01-14mesa: put _NV suffix on a few opcodesBrian Paul
2009-01-14glsl: fix a comment typoAlan Hourihane
2009-01-14glsl: support sampler arrays.Alan Hourihane
2009-01-13glsl: fix a comment typoAlan Hourihane
2009-01-13glsl: support sampler arrays.Alan Hourihane
2009-01-13glsl: add preprocessor support for #pragmaBrian Paul
Two forms are supported: Pragmas are silently ignored at this time.
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
2009-01-09glsl: make minimum struct size = 2, not 1Brian Paul
1-component structs such as "struct foo { float x; }" could get placed at any position within a register. This caused some trouble computing the field offset which assumed all struct objects were placed at R.x. It would be unusual to hit this case in normal shaders.
2009-01-09glsl: fix typo in the vec2 += operator functionBrian Paul
2009-01-09glsl: fix broken +=, -=, *=, /= operatorsBrian Paul
These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
2009-01-09mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul
2009-01-09mesa: additional case in file_string()Brian Paul
2009-01-09glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul
Now the #extension directives can be handled properly.
2009-01-09glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul
2009-01-09glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul
gl_FragData[]
2009-01-09glsl: disable some unused functions (but don't remove just yet)Brian Paul
2009-01-09glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul
2009-01-09glsl: remove dead codeBrian Paul
2009-01-09glsl: loop unroll adjustmentsBrian Paul
Add a "max complexity" heuristic to allow unrolling long loops with small bodies and short loops with large bodies. The loop unroll limits may need further tweaking...
2009-01-09glsl: implement loop unrolling for simple 'for' loopsBrian Paul
Loops such as this will be unrolled: for (i = 0; i < 4; ++i) { body; } where 'body' isn't too large. This also helps to fix the issue reported in bug #19190. The problem there is indexing vector types with a variable index. For example: vec4 v; v[2] = 1.0; // equivalent to v.z = 1.0 v[i] = 2.0; // variable index into vector!! Since the for-i loop can be unrolled, we can avoid the problems associated with variable indexing into a vector (at least in this case).
2009-01-09mesa: Move var declaration to top of scope.Brian Paul
(cherry picked from commit 3740a06e28f4cd09e2a3dce2da60320aa9304df1)
2009-01-08glsl: fix typo in the vec2 += operator functionBrian Paul
2009-01-08glsl: fix broken +=, -=, *=, /= operatorsBrian Paul
These functions need to return the final computed value. Now expressions such as a = (b += c) work properly. Also, no need to use __asm intrinsics in these functions. The resulting code is the same when using ordinary arithmetic operators and is more legible.
2009-01-08mesa: fix off-by-one bug in _mesa_delete_instructions()Brian Paul
2009-01-08mesa: Add _mesa_snprintf.José Fonseca
On Windows snprintf is renamed as _snprintf.
2009-01-08mesa: Move var declaration to top of scope.José Fonseca
2009-01-07mesa: additional case in file_string()Brian Paul
2009-01-07glsl: pass GLcontext::Extension info down into GLSL preprocessorBrian Paul
Now the #extension directives can be handled properly.
2009-01-07glsl: bump up MAX_FOR_LOOP_UNROLL_COMPLEXITYBrian Paul
2009-01-07glsl: check that the fragment shader does not write both gl_FragColor and ↵Brian Paul
gl_FragData[]
2009-01-07mesa: Add _mesa_snprintf.José Fonseca
On Windows snprintf is renamed as _snprintf. (cherry picked from commit f8f9a1b620d31d1a59855fd502caed325d4a324f)
2009-01-07glsl: disable some unused functions (but don't remove just yet)Brian Paul
2009-01-07glsl: also unroll loops with variable declarations such as "for (int i = 0; ..."Brian Paul
2009-01-07glsl: remove dead codeBrian Paul
2009-01-06glsl: loop unroll adjustmentsBrian Paul
Add a "max complexity" heuristic to allow unrolling long loops with small bodies and short loops with large bodies. The loop unroll limits may need further tweaking...