Kenneth Graunke
83035574db
Refresh autogenerated file builtin_function.cpp.
2010-07-02 18:20:19 -07:00
Kenneth Graunke
7e908a6a27
glcpp: Add #error support.
2010-07-02 18:03:58 -07:00
Kenneth Graunke
2070f9f5be
glsl2: Fix for dead strings being stored in the symbol table.
2010-07-02 18:03:58 -07:00
Kenneth Graunke
ddc3aa0783
glsl2/builtins: Use vector ops in the 130 version of "sign."
2010-07-02 18:03:58 -07:00
Kenneth Graunke
9a7ac272fb
glsl2/builtins: Use vector ops in "smoothstep."
2010-07-02 18:03:58 -07:00
Ian Romanick
4d962e66e3
glsl2: Print the linking info log in the stand-alone compiler
2010-07-02 14:57:07 -07:00
Eric Anholt
9a0e421983
glsl2: Add a pass to break ir_binop_div to _mul and _rcp.
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This results in constant folding of a constant divisor.
2010-07-02 11:27:06 -07:00
Ian Romanick
667f4e1940
glsl2: Conditionally allow optional extensions to be enabled
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The only optional extension currently supported by the compiler is
GL_EXT_texture_array.
2010-07-01 20:40:08 -07:00
Ian Romanick
efb6b24223
glsl2: Append _TOK to some parser tokens
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This prevents conflicts with defines elsewhere in Mesa and allows
including mtypes.h in the compiler.
2010-07-01 20:40:08 -07:00
Ian Romanick
06143ea094
glsl2: Conditionally define preprocessor tokens for optional extensions
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The only optional extension currently supported by the compiler is
GL_EXT_texture_array.
2010-07-01 20:40:08 -07:00
Ian Romanick
2d12236117
glsl2: Define preprocessor tokens for extensions
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Currently only GL_ARB_draw_buffers and GL_ARB_texture_rectangle are
defined because those extensions are always enabled. This make
tex_rect-03.frag pass.
2010-07-01 20:40:08 -07:00
Ian Romanick
6f0823da09
glsl2: Support AST-to-IR translation of invariant keyword
2010-07-01 20:39:08 -07:00
Ian Romanick
3832706f81
glsl2: Initialize ast_declarator_list::invariant in constructor
2010-07-01 17:10:11 -07:00
Ian Romanick
12873fa4e3
glsl2: Don't bounds check unsize array redeclarations
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This along with several previous commits fix test CorrectUnsizedArray.frag.
2010-07-01 14:10:19 -07:00
Ian Romanick
127308b4be
glsl2: Add gl_MaxTextureCoords
2010-07-01 13:30:50 -07:00
Ian Romanick
cd00d5b88c
glsl2: Default delcaration of gl_TexCoord is unsized
2010-07-01 13:17:54 -07:00
Ian Romanick
5466b63968
glsl2: Change order of semaintic checks on variable declarations
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This will make it easier to support more (valid) kinds of redeclarations.
2010-07-01 12:56:49 -07:00
Eric Anholt
d1b07167b9
glsl2: Update README for what I've been thinking about with expr types work.
2010-07-01 11:07:58 -07:00
Eric Anholt
8a1f186cc5
glsl2: Add a pass to convert mod(a, b) to b * fract(a/b).
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This is used by the Mesa IR backend to implement mod, fixing glsl-fs-mod.
2010-07-01 11:07:23 -07:00
Eric Anholt
9acf618f24
glsl2: Remove dead member from dead code visitor.
2010-07-01 11:07:22 -07:00
Eric Anholt
d925c91730
glsl2: Add ir_unop_fract as an expression type.
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Most backends will prefer seeing this to seeing (a - floor(a)), so
represent it explicitly.
2010-07-01 11:07:22 -07:00
Eric Anholt
f5b3b2a01a
glsl2: Don't break sign() down by vector components.
2010-06-30 17:29:12 -07:00
Eric Anholt
02d615306e
glsl2: Fix reversed value of step().
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It's 0.0 if x < edge, not 1.0. Partial fix for glsl-fs-step.
2010-06-30 16:23:15 -07:00
Eric Anholt
4e16a7b526
glsl2: Fix up the implementation of fract() for vector types.
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There's no need to split each vector component out, just do vector ops.
2010-06-30 15:59:07 -07:00
Kenneth Graunke
77049a702a
glsl2: Implement AST->HIR support for the "discard" instruction.
2010-06-30 14:54:58 -07:00
Kenneth Graunke
16efab1c4d
glsl2: Define new ir_discard instruction.
2010-06-30 14:54:58 -07:00
Eric Anholt
97eba76b8c
glsl2: Allow a fragment shader to not write a color.
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I can't find any text justifying this check, and it caused a
reasonable-looking shader in glsl-bug-22603 (which writes only
gl_FragDepth) to fail.
2010-06-30 14:51:50 -07:00
Kenneth Graunke
c7f4ff193a
glsl2: Fix storing of dead memory in the symbol table.
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decl->identifier is part of the AST, so it doesn't live very long.
Instead, add var->name which is owned by var.
2010-06-30 13:52:24 -07:00
Kenneth Graunke
629198b96a
glsl2: Preprocessed source doesn't need to live past compile time.
2010-06-30 13:52:24 -07:00
Kenneth Graunke
c6099a65f8
glsl2: Create new talloc contexts the "right" way.
2010-06-30 13:52:24 -07:00
Kenneth Graunke
953ff1283d
glsl2: Use _mesa_glsl_parse_state as the talloc parent, not glsl_shader.
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_mesa_glsl_parse_state should be the parent for all temporary allocation
done while compiling a shader. glsl_shader should only be used as the
parent for the shader's final IR---the _result_ of compilation.
Since many IR instructions may be added or discarded during optimization
passes, IR should not ever be allocated to glsl_shader directly.
Done via sed -i s/talloc_parent(state)/state/g and s/talloc_parent(st)/st/g.
This also removes a ton of talloc_parent calls, which may help performance.
2010-06-30 13:52:24 -07:00
Kenneth Graunke
116f1d4f95
glsl2: Steal the live IR and free the rest of the junk.
2010-06-30 13:52:24 -07:00
Ian Romanick
ef5f194831
linker: Don't dynamically allocate slots for linked shaders
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The can be at most one shader per stage. There are currently only two
stages. There is zero reason to dynamically size this array.
2010-06-30 12:20:44 -07:00
Ian Romanick
982e3798d8
linker: Don't automatically allocate VERT_ATTRIB_GENERIC0
2010-06-30 12:02:11 -07:00
Eric Anholt
849e18153c
glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.
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This avoids more allocation and shuffling of data around.
2010-06-30 12:01:42 -07:00
Eric Anholt
0eda9ae0a6
glsl2: Make function names and variable names be children of the node.
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This avoids losing their memory when the parser state is freed.
2010-06-30 11:52:40 -07:00
Eric Anholt
16b68b1952
glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.
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This saves recompiling at link time. gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
2010-06-30 11:30:26 -07:00
Eric Anholt
d4f7e660dd
ir_to_mesa: Start adding support for texture instructions.
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Fixes:
glsl-fs-bug25902
glsl-fs-sampler-numbering
glsl-lod-bias
2010-06-29 17:18:28 -07:00
Kenneth Graunke
506199b852
glsl2: Keep the same number of components in implicit conversions.
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Fixes piglit test glsl-implicit-conversion-01.
2010-06-29 16:31:52 -07:00
Ian Romanick
22971e922a
glsl2: Make gl_MaxDrawBuffers available in the vertex shader
2010-06-29 15:32:19 -07:00
Ian Romanick
e2f84f04e5
glsl2: Make gl_MaxDrawBuffers available in the fragment shader
2010-06-29 15:32:15 -07:00
Ian Romanick
9c4b1f2bad
glsl2: Make gl_FragData be available in GLSL 1.10 too
2010-06-29 15:19:42 -07:00
Ian Romanick
5e18b051c0
glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compiler
2010-06-29 15:19:38 -07:00
Ian Romanick
efc15f862b
glsl_type: Add _mesa_glsl_release_types to release all type related storage
2010-06-29 11:15:40 -07:00
Ian Romanick
e1374d48de
glsl_type: All glsl_type objects live in their own talloc context
2010-06-29 11:15:40 -07:00
Ian Romanick
72e627d02a
glsl_type: Record type constructors are private
2010-06-29 11:15:39 -07:00
Ian Romanick
49e3577b91
glsl_type: Add get_record_instance method
2010-06-29 11:15:39 -07:00
Ian Romanick
31bcce04b1
glsl_type: Vector, matrix, and sampler type constructors are private
2010-06-29 11:15:39 -07:00
Ian Romanick
e94642eb0d
glsl_type: Make all static objects be class private
2010-06-29 11:15:39 -07:00
Ian Romanick
4b6feb0398
glsl2: Use talloc_strdup when generating constructor temporary names
2010-06-29 11:15:26 -07:00