1. 05 Jan, 2018 3 commits
  2. 30 Oct, 2017 1 commit
    • Ian Romanick's avatar
      glsl: Silence unused parameter warnings · d70e8ef1
      Ian Romanick authored
      glsl/standalone_scaffolding.cpp: In function ‘GLbitfield _mesa_program_state_flags(const gl_state_index*)’:
      glsl/standalone_scaffolding.cpp:103:66: warning: unused parameter ‘state’ [-Wunused-parameter]
       _mesa_program_state_flags(const gl_state_index state[STATE_LENGTH])
      glsl/standalone_scaffolding.cpp: In function ‘char* _mesa_program_state_string(const gl_state_index*)’:
      glsl/standalone_scaffolding.cpp:109:67: warning: unused parameter ‘state’ [-Wunused-parameter]
       _mesa_program_state_string(const gl_state_index state[STATE_LENGTH])
      glsl/standalone_scaffolding.cpp: In function ‘void _mesa_delete_shader(gl_context*, gl_shader*)’:
      glsl/standalone_scaffolding.cpp:115:40: warning: unused parameter ‘ctx’ [-Wunused-parameter]
       _mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
      glsl/standalone_scaffolding.cpp: In function ‘void _mesa_delete_linked_shader(gl_context*, gl_linked_shader*)’:
      glsl/standalone_scaffolding.cpp:123:47: warning: unused parameter ‘ctx’ [-Wunused-parameter]
       _mesa_delete_linked_shader(struct gl_context *ctx,
      Signed-off-by: default avatarIan Romanick <ian.d.romanick@intel.com>
      Reviewed-by: default avatarNicolai Hähnle <nicolai.haehnle@amd.com>
  3. 29 Aug, 2017 1 commit
  4. 21 Aug, 2017 1 commit
  5. 02 Aug, 2017 1 commit
  6. 05 Apr, 2017 1 commit
  7. 09 Feb, 2017 2 commits
  8. 20 Jan, 2017 1 commit
  9. 06 Jan, 2017 2 commits
    • Timothy Arceri's avatar
      mesa/glsl: remove hack to reset sampler units to zero · 5ceedefd
      Timothy Arceri authored
      Now that we have the is_arb_asm flag we can just skip the
      V2: remove hack from standalone compiler where it was never
      needed since it only compiles glsl shaders.
      Reviewed-by: Emma Anholt's avatarEric Anholt <eric@anholt.net>
    • Timothy Arceri's avatar
      st/mesa/glsl: add new is_arb_asm flag in gl_program · f584f382
      Timothy Arceri authored
      Set the flag via the _mesa_init_gl_program() and NewProgram()
      In i965 we currently check for the existance of gl_shader_program
      to decide if this is an ARB assembly style program or not.
      Adding a flag makes the code clearer and will help removes a
      dependency on gl_shader_program in the i965 codegen functions.
      Also this will allow use to skip initialising sampler units for
      linked shaders, we currently memset it to zero again during linking.
      Reviewed-by: Emma Anholt's avatarEric Anholt <eric@anholt.net>
  10. 29 Dec, 2016 1 commit
  11. 19 Nov, 2016 2 commits
  12. 10 Nov, 2016 4 commits
  13. 03 Nov, 2016 1 commit
    • Timothy Arceri's avatar
      mesa/glsl: delete previously linked shaders earlier when linking · d2861d68
      Timothy Arceri authored
      This moves the delete linked shaders call to
      _mesa_clear_shader_program_data() which makes sure we delete them
      before returning due to any validation problems.
      It also reduces some code duplication.
      From the OpenGL 4.5 Core spec:
         "If LinkProgram failed, any information about a previous link of
         that program object is lost. Thus, a failed link does not restore
         the old state of program.
         If one of these commands is called with a program for which
         LinkProgram failed, no error is generated unless otherwise noted.
         Implementations may return information on variables and interface
         blocks that would have been active had the program been linked
         successfully. In cases where the link failed because the program
         required too many resources, these commands may help applications
         determine why limits were exceeded."
      Therefore it's expected that we shouldn't be able to query the
      program that failed to link and retrieve information about a
      previously successful link.
      Before this change the linker was doing validation before freeing
      the previously linked shaders and therefore could exit on failure
      before they were freed.
      This change also fixes an issue in compat profile where a program
      with no shaders attached is expect to fall back to fixed function
      but was instead trying to relink IR from a previous link.
      Reviewed-by: Tapani Pälli's avatarTapani Pälli <tapani.palli@intel.com>
      Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
      Cc: "13.0" <mesa-stable@lists.freedesktop.org>
  14. 06 Oct, 2016 1 commit
  15. 27 Sep, 2016 2 commits
  16. 12 Sep, 2016 1 commit
  17. 02 Jul, 2016 1 commit
  18. 30 Jun, 2016 1 commit
    • Timothy Arceri's avatar
      glsl/mesa: split gl_shader in two · 1fb8c6df
      Timothy Arceri authored
      There are two distinctly different uses of this struct. The first
      is to store GL shader objects. The second is to store information
      about a shader stage thats been linked.
      The two uses actually share few fields and there is clearly confusion
      about their use. For example the linked shaders map one to one with
      a program so can simply be destroyed along with the program. However
      previously we were calling reference counting on the linked shaders.
      We were also creating linked shaders with a name even though it
      is always 0 and called the driver version of the _mesa_new_shader()
      function unnecessarily for GL shader objects.
      Acked-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
  19. 16 Jun, 2016 1 commit
  20. 26 May, 2016 1 commit
  21. 25 May, 2016 1 commit
  22. 19 Feb, 2016 1 commit
  23. 13 Feb, 2016 2 commits
  24. 26 Jan, 2016 1 commit
  25. 22 Jul, 2015 1 commit
  26. 03 Jul, 2015 1 commit
  27. 29 Jun, 2015 1 commit
  28. 12 Jun, 2015 1 commit
  29. 05 Jun, 2015 1 commit
  30. 16 May, 2015 1 commit