Ian Romanick
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06143ea094
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glsl2: Conditionally define preprocessor tokens for optional extensions
The only optional extension currently supported by the compiler is
GL_EXT_texture_array.
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2010-07-01 20:40:08 -07:00 |
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Ian Romanick
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127308b4be
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glsl2: Add gl_MaxTextureCoords
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2010-07-01 13:30:50 -07:00 |
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Kenneth Graunke
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629198b96a
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glsl2: Preprocessed source doesn't need to live past compile time.
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2010-06-30 13:52:24 -07:00 |
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Kenneth Graunke
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116f1d4f95
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glsl2: Steal the live IR and free the rest of the junk.
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2010-06-30 13:52:24 -07:00 |
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Eric Anholt
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849e18153c
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glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.
This avoids more allocation and shuffling of data around.
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2010-06-30 12:01:42 -07:00 |
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Eric Anholt
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16b68b1952
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glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.
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.
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2010-06-30 11:30:26 -07:00 |
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Ian Romanick
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5e18b051c0
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glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compiler
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2010-06-29 15:19:38 -07:00 |
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Ian Romanick
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efc15f862b
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glsl_type: Add _mesa_glsl_release_types to release all type related storage
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2010-06-29 11:15:40 -07:00 |
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Ian Romanick
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22c23dedad
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glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizations
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2010-06-28 10:04:22 -07:00 |
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Eric Anholt
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bda27424cf
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glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
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2010-06-25 13:38:38 -07:00 |
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Eric Anholt
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2928588267
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glsl2: Move the compiler to the subdirectory it will live in in Mesa.
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2010-06-24 15:36:00 -07:00 |
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