History log of /external/mesa3d/src/glsl/builtins/profiles/120.frag
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
32f7676e9c09d9c13da3fa2518807ab94aad5fb2 16-Apr-2012 Kenneth Graunke <kenneth@whitecape.org> glsl/builtins: Rework profiles to use the new '.glsl' common suffix.

Deletes a lot of pointless duplication, as well as some run-time effort.

Conveniently, GLSL 1.40 no longer needs a .vert variant, since it
doesn't define any built-ins specific to the vertex shader stage.

ARB_texture_rectangle and OES_EGL_image_external also only need a single
profile, since the .vert and .frag variants were identical.

I didn't bother with EXT_texture_array and OES_texture_3D because
they're so tiny that the savings would be miniscule.

Cuts the generated builtin_function.cpp from 1.7MB to 1.0MB (41%).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
/external/mesa3d/src/glsl/builtins/profiles/120.frag
43ff8f1a4b90554eae489cebb7e05f983dd9ad66 12-Aug-2010 Kenneth Graunke <kenneth@whitecape.org> glsl2: Rework builtin function generation.

Each language version/extension and target now has a "profile" containing
all of the available builtin function prototypes. These are written in
GLSL, and come directly out of the GLSL spec (except for expanding genType).

A new builtins/ir/ folder contains the hand-written IR for each builtin,
regardless of what version includes it. Only those definitions that have
prototypes in the profile will be included.

The autogenerated IR for texture builtins is no longer written to disk,
so there's no longer any confusion as to what's hand-written or
generated.

All scripts are now in python instead of perl.
/external/mesa3d/src/glsl/builtins/profiles/120.frag