Eric Anholt
|
97eba76b8c
|
glsl2: Allow a fragment shader to not write a color.
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 |
|
Ian Romanick
|
ef5f194831
|
linker: Don't dynamically allocate slots for linked shaders
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.
This avoids more allocation and shuffling of data around.
|
2010-06-30 12:01:42 -07:00 |
|
Eric Anholt
|
16b68b1952
|
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.
|
2010-06-30 11:30:26 -07:00 |
|
Eric Anholt
|
3d6012303c
|
glsl2: Wrap includes of C interfaces with extern "C".
|
2010-06-24 17:23:19 -07:00 |
|
Eric Anholt
|
2928588267
|
glsl2: Move the compiler to the subdirectory it will live in in Mesa.
|
2010-06-24 15:36:00 -07:00 |
|