Commit graph

1434 commits

Author SHA1 Message Date
Eric Anholt
ab5c2622b6 glsl: Move ir_variable.cpp to builtin_variables.cpp.
It's only about builtins, not variables in general.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-11-11 08:21:34 -08:00
Kenneth Graunke
a17a78a212 glsl: Handle constant expressions involving ir_binop_equal/nequal.
Constant expressions which called GLSL's equal() and notEqual()
built-ins on bvecs would hit an assertion failure; we simply forgot to
implement them for booleans.

NOTE: This is a candidate for stable release branches.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2011-11-10 22:51:20 -08:00
Kenneth Graunke
83d0514f1f glsl: Remove textureGradOffset built-ins taking samplerCube parameters.
These simply don't exist in the 1.30 specification---none of the Offset
variants allow samplerCube.  This must have been a cut and paste error
from textureGrad, which /does/ allow cubemaps.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2011-11-10 22:51:19 -08:00
Kenneth Graunke
6a77f36ad9 glsl: Fix misnamed textureProjOffset prototypes in built-in profiles.
Due to a cut and paste error, these were accidentally misnamed
textureProj() rather than textureProjOffset().

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2011-11-10 22:51:19 -08:00
Kenneth Graunke
2eb43bbb77 glsl: Remove texture built-ins with 'bias' from 1.30 VS profile.
From the GLSL 1.30 spec, section 8.7 "Texture Lookup Functions":
"In all functions below, the bias parameter is optional for fragment
 shaders.  The bias parameter is not accepted in a vertex shader."

This was a cut and paste mistake.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2011-11-10 22:51:19 -08:00
Paul Berry
871ddb919b glsl: Assign transform feedback varying slots in linker.
This patch modifies the GLSL linker to assign additional slots for
varying variables used by transform feedback, and record the varying
slots used by transform feedback for use by the driver back-end.

This required modifying assign_varying_locations() so that it assigns
a varying location if either (a) the varying is used by the next stage
of the GL pipeline, or (b) the varying is required by transform
feedback.  In order to avoid duplicating the code to assign a single
varying location, I moved it into its own function,
assign_varying_location().

In addition, to support transform feedback in the case where there is
no fragment shader, it is now possible to call
assign_varying_locations() with a consumer of NULL.

Reviewed-by: Marek Olšák <maraeo@gmail.com>
Tested-by: Marek Olšák <maraeo@gmail.com>
2011-11-09 11:12:47 -08:00
Ian Romanick
6f5c737970 glsl: Clamp vector indices when lowering to swizzles
This prevents other code from seeing a swizzle of the 16th component
of a vector, for example.

NOTE: This is a candidate for the 7.11 branch.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42517
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Tested-by: Christian Holler <choller@mozilla.com>
2011-11-09 10:50:35 -08:00
José Fonseca
63e7a4c6e5 mesa,glsl,mapi: Put extern "C" { ... } where appropriate.
Probably a several places missing, but enough to cover all headers
(in)directly included by uniform_query.cpp, and fix the MSVC build.
2011-11-09 10:24:37 +00:00
Brian Paul
fab8882273 glsl: remove trailing comma to silence warning 2011-11-08 13:51:50 -07:00
Ian Romanick
b12b5d9ab5 linker: Use app-specified fragment data location during linking
Fixes piglit's bindfragdata-link-error.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-11-08 11:10:11 -08:00
Dan McCabe
5c02e2e2de glsl: Generate IR for switch statements
Up until now modifying the GLSL compiler has been pretty straightforward.
This is where things get interesting. But still pretty straightforward.

Switch statements can be thought of a series of if/then/else statements.
Case labels are compared with the value of a test expression and the case
statements are executed if the comparison is true.

There are a couple of aspects of switch statements that complicate this simple
view of the world. The primary one is that cases can fall through sequentially
to subsequent case, unless a break statement is encountered, in which case,
the switch statement exits completely.

But break handling is further complicated by the fact that a break statement
can impact the exit of a loop. Thus, we need to coordinate break processing
between switch statements and loop statements.

The code generated by a switch statement maintains three temporary state
variables:
    int test_value;
    bool is_fallthru;
    bool is_break;

test_value is initialized to the value of the test expression at the head of
the switch statement. This is the value that case labels are compared against.

is_fallthru is used to sequentially fall through to subsequent cases and is
initialized to false. When a case label matches the test expression, this
state variable is set to true. It will also be forced to false if a break
statement has been encountered. This forcing to false on break MUST be
after every case test. In practice, we defer that forcing to immediately after
the last case comparison prior to executing a case statement, but that is
an optimization.

is_break is used to indicate that a break statement has been executed and is
initialized to false. When a break statement is encountered, it is set to true.
This state variable is then used to conditionally force is_fallthru to to false
to prevent subsequent case statements from executing.

Code generation for break statements depends on whether the break statement is
inside a switch statement or inside a loop statement. If it inside a loop
statement is inside a break statement, the same code as before gets generated.
But if a switch statement is inside a loop statement, code is emitted to set
the is_break state to true.

Just as ASTs for loop statements are managed in a stack-like
manner to handle nesting, we also add a bool to capture the innermost switch
or loop condition. Note that we still need to maintain a loop AST stack to
properly handle for-loop code generation on a continue statement. Technically,
we don't (yet) need a switch AST stack, but I am using one for orthogonality
with loop statements, in anticipation of future use. Note that a simple
boolean stack would have sufficed.

We will illustrate a switch statement with its analogous conditional code that
a switch statement corresponds to by examining an example.

Consider the following switch statement:
	switch (42) {
	case 0:
	case 1:
		gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
	case 2:
	case 3:
		gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
		break;
	case 4:
	default:
		gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
	}

Note that case 0 and case 1 fall through to cases 2 and 3 if they occur.

Note that case 4 and the default case must be reached explicitly, since cases
2 and 3 break at the end of their case.

Finally, note that case 4 and the default case don't break but simply fall
through to the end of the switch.

For this code, the equivalent code can be expressed as:
	int test_val = 42; // capture value of test expression
	bool is_fallthru = false; // prevent initial fall through
	bool is_break = false; // capture the execution of a break stmt

	is_fallthru |= (test_val == 0); // enable fallthru on case 0
	is_fallthru |= (test_val == 1); // enable fallthru on case 1
	is_fallthru &= !is_break; // inhibit fallthru on previous break
	if (is_fallthru) {
		gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
	}

	is_fallthru |= (test_val == 2); // enable fallthru on case 2
	is_fallthru |= (test_val == 3); // enable fallthru on case 3
	is_fallthru &= !is_break; // inhibit fallthru on previous break
	if (is_fallthru) {
		gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
		is_break = true; // inhibit all subsequent fallthru for break
	}

	is_fallthru |= (test_val == 4); // enable fallthru on case 4
	is_fallthru = true; // enable fallthru for default case
	is_fallthru &= !is_break; // inhibit fallthru on previous break
	if (is_fallthru) {
		gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
	}

The code generate for |= and &= uses the conditional assignment capabilities
of the IR.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:31:22 -08:00
Dan McCabe
85beb39e14 glsl: Reference data structure ctors in grammar
We now tie the grammar to the ctors of the ASTs they reference.

This requires that we actually have definitions of the ctors.

In addition, we also need to define "print" and "hir" methods for the AST
classes. The Print methods are pretty simple to flesh out. However, at this
stage of the development, we simply stub out the "hir" methods and flesh
them out later.

Also, since actual class instances get returned by the productions in the
grammar, we also need to designate the type of the productions that
reference those instances.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:31:22 -08:00
Dan McCabe
a0afcc6719 glsl: Create AST structs corresponding to new productions in grammar
Previously we added productions for:
	switch_body
	case_label_list
	case_statement
	case_statement_list
Now add AST structs corresponding to those productions.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:31:22 -08:00
Dan McCabe
80944599dc glsl: Add productions to GLSL grammar for switch statement
The grammar is modified to support switch statements. Rather than follow the
grammar in the appendix, which allows case labels to be placed ANYWHERE
as a regular statement, we follow the development of the grammar as
described in the body of the GLSL spec.

In this variation, the switch statement has a body which consists of a list
of case statements. A case statement is preceded by a list of case labels and
ends with a list of statements.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:31:21 -08:00
Dan McCabe
19daba5470 glsl: Create AST data structures for switch statement and case label
Data structures for switch statement and case label are created that parallel
the structure of other AST data.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:31:21 -08:00
Ian Romanick
be4524aeed Delete code made dead by previous uniform related patches
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:17 -08:00
Ian Romanick
719909698c mesa: Rewrite the way uniforms are tracked and handled
Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*,
glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the
gl_uniform_storage structures in the gl_shader_program.

A couple of notes:

 * Like most rewrite-the-world patches, this should be reviewed by
   applying the patch and examining the modified functions.

 * This leaves a lot of dead code around in linker.cpp and
   uniform_query.cpp.  This will be deleted in the next patches.

v2: Update the comment block (previously a FINISHME) in _mesa_uniform
about generating GL_INVALID_VALUE when an out-of-range sampler index
is specified.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:16 -08:00
Ian Romanick
07731ed169 linker: Track uniform locations to new tracking structures
This is just the infrastructure and the code.  It's not used yet.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:16 -08:00
Ian Romanick
466d5ffee4 linker: Add helper class for parcelling out backing storage to uniforms
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:16 -08:00
Ian Romanick
57f79de6d0 linker: Add helper class for determining uniform usage
v2: Remane class count_uniform_size based on feedback from Eric:

    "Maybe just "count_uniform_size"?  "usage" makes me think "way it's
    dereferenced" or something."

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:16 -08:00
Ian Romanick
4ad460991c glsl: Add new structures for tracking uniforms in linked shaders
v2: Update some comments based on feedback from Eric Anholt.

v3: Remove gl_uniform_storage::dirty field.  Make
gl_uniform_storage::initialized be bool, and make
gl_uniform_storage::sampler be uint8_t.

v4: Include stdbool.h after Tom Stellard noticed a build failure that
was introduced by the changes in v2.  Oops.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:16 -08:00
Ian Romanick
f6ee7bce65 linker: Make invalidate_variable_locations available outside the compilation unit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:15 -08:00
Ian Romanick
68db407b20 glsl: Allow glsl_types.h to be included in C sources
Some C code will want access to the glsl_base_type and
glsl_sampler_dim enums in the near future.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
2011-11-07 13:33:15 -08:00
Ian Romanick
f37b1ad937 linker: Check that initializers for global variables match
This requires tracking a couple extra fields in ir_variable:

 * A flag to indicate that a variable had an initializer.

 * For non-const variables, a field to track the constant value of the
   variable's initializer.

For variables non-constant initalizers, ir_variable::has_initializer
will be true, but ir_variable::constant_initializer will be NULL.  The
linker can use the values of these fields to check adherence to the
GLSL 4.20 rules for shared global variables:

    "If a shared global has multiple initializers, the initializers
    must all be constant expressions, and they must all have the same
    value. Otherwise, a link error will result. (A shared global
    having only one initializer does not require that initializer to
    be a constant expression.)"

Previous to 4.20 the GLSL spec simply said that initializers must have
the same value.  In this case of non-constant initializers, this was
impossible to determine.  As a result, no vendor actually implemented
that behavior.  The 4.20 behavior matches the behavior of NVIDIA's
shipping implementations.

NOTE: This is candidate for the 7.11 branch.  This patch also needs
the preceding patch "glsl: Refactor generate_ARB_draw_buffers_variables
to use add_builtin_constant"

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34687
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
2011-11-03 13:36:00 -07:00
Ian Romanick
d3b39194dc glsl: Refactor generate_ARB_draw_buffers_variables to use add_builtin_constant
v2: Remove int cast based on feedback from Ken.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
2011-11-03 13:36:00 -07:00
Ian Romanick
22af08b410 glsl: Put all bitfields in ir_variable together for better packing
The diff looks weird because ir_variable::depth_layout was between the
last two bitfields in the structure.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
2011-11-03 13:36:00 -07:00
Ian Romanick
46173f9079 linker: Fix the indentation of a block in cross_validate_globals
I suspect the indentation got messed up during a code merge.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
2011-11-03 13:36:00 -07:00
Chia-I Wu
2903816aad glsl: add support for GL_OES_EGL_image_external
This extension introduces a new sampler type: samplerExternalOES.
texture2D (and texture2DProj) can be used to do a texture look up in an
external texture.

Reviewed-by: Brian Paul <brianp@vmware.com>
Acked-by: Jakob Bornecrantz <jakob@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-11-03 15:09:44 +08:00
Paul Berry
9abda92b27 glsl: Fix type mismatch when incrementing or decrementing uint.
When converting an expression like "++x" to GLSL IR we were failing to
account for the possibility that x might be an unsigned integral type.
As a result the user would receive a bogus error message "Could not
implicitly convert operands to arithmetic operator".

Fixes piglit tests {vs,fs}-{increment,decrement}-uint.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-02 09:28:54 -07:00
Chia-I Wu
45568faba2 scons: include src/glsl/Makefile.sources
Reviewed-by: Brian Paul <brianp@vmware.com>
2011-11-02 06:36:58 +08:00
Chia-I Wu
fb0e4a23fa android: include src/glsl/Makefile.sources
This also fixes the build error due to missing link_uniforms.cpp in the source
lists.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Chad Versace <chad@chad-versace.us>

[olv: the missing link_uniforms.cpp was added before this patch is committed]
2011-11-02 06:36:24 +08:00
Chia-I Wu
dfdb34b7c1 glsl: Refactor source lists to Makefile.sources
With the hope that Android.mk and SConscript can share the file to reduce
future breakage.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Chad Versace <chad@chad-versace.us>
2011-11-02 06:34:39 +08:00
Eugeni Dodonov
48a4b9b70c Build link_uniforms for android
Otherwise android-x86 build fails.

Signed-off-by: Eugeni Dodonov <eugeni.dodonov@intel.com>
2011-11-01 15:05:24 -02:00
José Fonseca
7f08248c2e ralloc: Use _vscprintf on MinGW.
MinGW uses MSVC's runtime DLLs for most of C runtime's functions, and
there has same semantics for vsnprintf.

Not sure how this worked until now -- maybe one of the internal
vsnprintf implementations was taking precedence.
2011-11-01 08:47:39 +00:00
Paul Berry
fa0066ae2b mesa: Add glsl_type::get_scalar_type() function.
This function is similar to get_base_type(), but when called on
arrays, it returns the scalar type composing the array.  For example,
glsl_type(vec4[]) => float_type.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2011-10-31 11:29:14 -07:00
Paul Berry
ede60bc467 glsl: Add isinf() and isnan() builtins.
The implementations are as follows:

isinf(x) = (abs(x) == +infinity)
isnan(x) = (x != x)

Note: the latter formula is not necessarily obvious.  It works because
NaN is the only floating point number that does not equal itself.

Fixes piglit tests "isinf-and-isnan fs_basic" and "isinf-and-isnan
vs_basic".
2011-10-31 11:24:03 -07:00
Paul Berry
b6f32bbe12 glsl: Add '.ir' extension to builtin IR files
This patch adds the extension '.ir' to all the files in
src/glsl/builtins/ir/, and changes generate_builtins.py so that it no
longer globs on '*' to find the files to build.  This prevents
spurious files (such as EMACS' infamous *~ backup files) from breaking
the build.
2011-10-31 11:24:03 -07:00
Paul Berry
b726639e1b glsl: Fix copy-paste error in constant_expression_value(ir_binop_nequal)
The implementation of ir_binop_nequal in constant_expression_value()
appears to have been copy-and-pasted from the implementation of
ir_binop_equal, but with all instances of '==' changed to '!='.  This
is correct except for one minor flaw: one of those '==' operators was
in an assertion checking that the types of the two arguments were
equal.  That one needs to stay an '=='.

Fixes piglit tests {fs,vs}-inline-notequal.
2011-10-31 11:24:03 -07:00
Morgan Armand
439d67f502 glsl: Fix compilation of glsl_lexer.ll with MSVC.
strtoull is not supported on msvc (as there is no C99 support).
2011-10-29 10:37:58 -07:00
Ian Romanick
f5ba4d055e glsl: Clean-up spurious error message on bad structure definitions
Previously a shader like

int X;
struct X { int i; };

void main() { gl_Position = vec4(0.0); }

would generate two error message:

0:2(19): error: struct `X' previously defined
0:2(20): error: incomplete declaration

The first one is the real error, and the second is spurious.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-10-28 13:28:55 -07:00
Ian Romanick
a04211ecb8 glsl: Generate an error for array-of-array declarations
Other parts of the code already caught things like 'float x[4][2]'.
However, nothing caught 'float [4] x[2]'.

Fixes piglit test array-multidimensional-new-syntax.vert.

NOTE: This is candidate for the 7.11 branch.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-10-28 13:28:36 -07:00
Eric Anholt
687e4446bf glsl: Implement GLSL 1.30's literal integer range restrictions.
From page 22 (28 of PDF) of GLSL 1.30 spec:
    It is an error to provide a literal integer whose magnitude is too
    large to store in a variable of matching signed or unsigned type.

    Unsigned integers have exactly 32 bits of precision.  Signed integers
    use 32 bits, including a sign bit, in two's complement form.

Fixes piglit int-literal-too-large-0[123].frag.

v2: Take care with INT_MIN, use stroull, and make it a function.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-10-28 12:03:03 -07:00
Kenneth Graunke
3b4d2eac60 glsl: Remove pointless uses of glsl_type::get_base_type().
These are effectively doing type->get_base_type()->base_type, which is
equivalent to type->base_type.  Just use that, as it's simpler.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-10-28 11:12:33 -07:00
Paul Berry
baf7f99fd7 glsl: add ir_variable::determine_interpolation_mode() function.
This function determines how a variable should be interpolated based
both on interpolation qualifiers and the current shade model.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-10-27 15:31:32 -07:00
Paul Berry
c488150dea glsl: Distinguish between no interpolation qualifier and 'smooth'
Previously, we treated the 'smooth' qualifier as equivalent to no
qualifier at all.  However, this is incorrect for the built-in color
variables (gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and
gl_BackSecondaryColor).  For those variables, if there is no qualifier
at all, interpolation should be flat if the shade model is GL_FLAT,
and smooth if the shade model is GL_SMOOTH.

To make this possible, I added a new value to the
glsl_interp_qualifier enum, INTERP_QUALIFIER_NONE.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-10-27 15:31:20 -07:00
Paul Berry
cf45949d6a mesa: Expose GLSL interpolation qualifiers in gl_fragment_program.
This patch makes GLSL interpolation qualifiers visible to drivers via
the array InterpQualifier[] in gl_fragment_program, so that they can
easily be used by driver back-ends to select the correct interpolation
mode.

Previous to this patch, the GLSL compiler was using the enum
ir_variable_interpolation to represent interpolation types.  Rather
than make a duplicate enum in core mesa to represent the same thing, I
moved the enum into mtypes.h and renamed it to be more consistent with
the other enums defined there.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2011-10-27 15:30:58 -07:00
Eric Anholt
4fc9a98a0e glsl: Rename remaining internal builtins from gl_MESA* to gl_*MESA.
This matches the usual convention for extension builtin variables.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-10-26 12:52:11 -07:00
Vinson Lee
20a20c781a ralloc: Move declaration before code.
Fixes build error with MSVC.
2011-10-25 20:31:14 -07:00
Vinson Lee
a936b206a0 scons: Add link_uniforms.cpp to SConscript. 2011-10-25 20:19:07 -07:00
Ian Romanick
747e59c759 linker: Add uniform_field_visitor class to process leaf fields of a uniform
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2011-10-25 17:51:57 -07:00