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* mesa/glsl/i965: remove Driver.NewShader()Timothy Arceri2016-12-305-19/+2
| | | | | | | | | After removing brw_shader in the previous commit this is no longer needed. V2: remove use in src/compiler/glsl/test_optpass.cpp Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move BlendSupport bitfield to gl_programTimothy Arceri2016-12-303-5/+5
| | | | | | | | | | | | This will let us to make _CurrentFragmentProgram a gl_program pointer allowing for simpilifications to be made. We also need to add a field to gl_shader to hold it during parsing. In gl_program we put it inside a union in anticipation of moving more fields here that can be only fs or vertex stage fields. Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move LinkedTransformFeedback from gl_shader_program to gl_programTimothy Arceri2016-12-302-26/+37
| | | | | | | | | | | | This will help allow us to store gl_program in the CurrentProgram array rather than gl_shader_program which will allow a bunch of simplifications. Note that we make LinkedTransformFeedback a pointer so we don't waste memory creating a struct for each stage. We also store a pointer to the gl_program that will contain the pointer in gl_shader_program so we can get easy access to the correct stage. Reviewed-by: Eric Anholt <[email protected]>
* mesa: move _Used to gl_programTimothy Arceri2016-12-301-1/+0
| | | | | | We no longer need to initialise it because gl_program is never reused. Reviewed-by: Eric Anholt <[email protected]>
* glsl/mesa: set separate_shader directly in shader_infoTimothy Arceri2016-12-301-1/+0
| | | | Reviewed-by: Eric Anholt <[email protected]>
* mesa/glsl: move subroutine metadata to gl_programTimothy Arceri2016-12-302-56/+57
| | | | | | | | This will allow us to store gl_program rather than gl_shader_program as the current program perstage which allows us to simplify code that makes use of the CurrentProgram list. Reviewed-by: Eric Anholt <[email protected]>
* glsl: Eliminate the open-coded version of process_block_array_leafIan Romanick2016-12-211-31/+9
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Use ir_var_temporary when generating inline functions.Kenneth Graunke2016-12-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | We were using ir_var_auto for the inlined function parameter variables, which is wrong, as it suggests that those are real variables declared by the program. Normally this doesn't matter. However, if you called built-ins at global scope, it would pollute the global variable namespace with these new parameter temporaries. If the shader already had variables with those names, the linker might see contradictory global variable declarations and raise an error. Making them temporaries indicates that these are just things generated by the compiler internally. This avoids confusing the linker. Fixes a new Piglit test: glsl-fs-multiple-builtins. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99154 Reported-by: Niels Ole Salscheider <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: allow invariant on fragment shader outputs.Dave Airlie2016-12-201-2/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From page 27 (page 33 of the PDF) of the GLSL 1.20 spec: " Only variables output from a vertex shader can be candidates for invariance." But this later changes to: From page 37 (page 43 of the PDF) of the GLSL 1.30 spec: " Only variables output from a shader can be candidates for invariance." We can also find: From page 37 (page 43 of the PDF) of the GLSL 1.30 spec: " Initially, by default, all output variables are allowed to be variant. To force all output variables to be invariant, use the pragma #pragma STDGL invariant(all) before all declarations in a shader. If this pragma is used after the declaration of any variables or functions, then the set of outputs that behave as invariant is undefined. It is an error to use this pragma in a fragment shader." But this needs to be corrected and it is being addressed at: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16140 Fixes GL45-CTS.shading_language_420pack.qualifier_order. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Andres Gomez <[email protected]>
* glsl: Silence "unused parameter" warnings in ast_type.cppIan Romanick2016-12-191-6/+4
| | | | | | | | | | | | | | glsl/ast_type.cpp: In function ‘bool validate_point_mode(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’: glsl/ast_type.cpp:173:30: warning: unused parameter ‘loc’ [-Wunused-parameter] validate_point_mode(YYLTYPE *loc, ^~~ glsl/ast_type.cpp:174:45: warning: unused parameter ‘state’ [-Wunused-parameter] _mesa_glsl_parse_state *state, ^~~~~ Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Andres Gomez <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Trivial whitespace fixes in link_uniforms.cppIan Romanick2016-12-191-3/+4
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Silence unused parameter warning in propagate_invariance.cppIan Romanick2016-12-191-1/+1
| | | | | | | | | | glsl/propagate_invariance.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_invariance_propagation_visitor::visit_leave(ir_assignment*)’: glsl/propagate_invariance.cpp:86:63: warning: unused parameter ‘ir’ [-Wunused-parameter] ir_invariance_propagation_visitor::visit_leave(ir_assignment *ir) ^~ Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Minor formatting fixes in link_uniform_blocks.cppIan Romanick2016-12-191-37/+42
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Fix all the whitespace errors in link_uniform_block_active_visitor.cppIan Romanick2016-12-191-25/+21
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* linker: Accurately mark a uniform block instance array element as used in a ↵Ian Romanick2016-12-191-2/+6
| | | | | | | | | | | | | | stage Now that information about which array-of-arrays elements are accessed is tracked, use that information to only mark an instance array element as used-by-stage if, in fact, it is. Fixes GL45-CTS.program_interface_query.uniform-block-types. Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Walk a list of ir_dereference_array to mark array elements as accessedIan Romanick2016-12-193-1/+507
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Mark a set of array elements as accessed using a list of array_deref_rangeIan Romanick2016-12-193-0/+253
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add structures to track accessed elements of a single arrayIan Romanick2016-12-192-0/+56
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add tracking for elements of an array-of-arrays that have been accessedIan Romanick2016-12-193-1/+176
| | | | | | | | | | | If there's a better way to provide access to ir_array_refcount_entry private members to the test functions, I am very interested to know about it. Signed-off-by: Ian Romanick <[email protected]> Cc: Francisco Jerez <[email protected]> Cc: [email protected] Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Use simpler visitor to determine which UBO and SSBO blocks are usedIan Romanick2016-12-193-5/+169
| | | | | | | | | | | | | | | Very soon this visitor will get more complicated. The users of the existing ir_variable_refcount visitor won't need the coming functionality, and this use doesn't need much of the functionality of ir_variable_refcount. v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so don't check it. Suggested by Timothy. Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Track the linearized array index for each UBO instance array elementIan Romanick2016-12-191-4/+15
| | | | | | | | | | v2: Set linearizer_array_index in process_block_array_leaf. Suggested by Timothy. Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Fix wonkey indentation left from previous commitIan Romanick2016-12-191-45/+44
| | | | | | | Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Split process_block_array into two functionsIan Romanick2016-12-191-6/+28
| | | | | | | | | | | | | | One for the array parts and one for the leaf members. This will simplify later changes. The indentation is wonkey after this patch. This was done to make it more obvious that the function is just getting split. The next patch will fix the indentation. Signed-off-by: Ian Romanick <[email protected]> Cc: [email protected] Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Fix program interface queries relating to interface blocks.Kenneth Graunke2016-12-191-40/+60
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes 555 dEQP tests (using the nougat-cts-dev branch), Piglit's arb_program_interface_query/arb_program_interface_query-resource-query, and GL45-CTS.program_interface_query.separate-programs-{tess-control, tess-eval,geometry}. Only one dEQP program interface failure remains. I would have liked to split this up into several distinct changes, but I wasn't sure how to do that given thet tangled nature of these issues. So, the issues: * We need to treat interface blocks declared as an array of instances as a single block - removing the outer array. The resource list entry's name should not include the array length. Properties such as GL_ARRAY_SIZE should refer to the variable inside the block, not the interface block's array properties. * We need to do this prefixing even for structure variables. * We need to do this for built-ins (such as gl_PerVertex.gl_Position). * After interface array unwrapping, any variable which is an array should have [0] appended. It doesn't matter if it's a TCS/TES/GS input or TCS output - that looked like an attempt to unwrap for per-vertex variables, but that didn't consider per-patch variables, and as far as I can tell there's nothing to justify this. Several Mesa developers have suggested that Issue 16 contradicts the main specification, but I believe that it doesn't - the main spec just isn't terribly clear. The main ARB_program_interface query spec says: "* For an active interface block not declared as an array of block instances, a single entry will be generated, using the block name from the shader source. * For an active interface block declared as an array of instances, separate entries will be generated for each active instance. The name of the instance is formed by concatenating the block name, the "[" character, an integer identifying the instance number, and the "]" character." Issue 16 says that built-ins should be named "gl_PerVertex.gl_Position", but several people suggested the second bullet above means that it should be named "gl_PerVertex[array length].gl_Position". There are two important things to note. Those bullet points say "an active interface block", while the others say "variable" or "active shader storage block member". They also don't mention applying the rules recursively (unlike the other bullets). Both suggest that these rules apply to blocks themselves, not members of blocks. In fact, for GL_UNIFORM_BLOCK queries, we do have "block[0]", "block[1]", ... resource list entries - so those rules are real, and actually used. So if they don't apply to block members, then how should members be named? Unfortunately, I don't see any rules outside of issue 16 - where the rationale is very unclear. I hope to clarify the spec in the future. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Drop bogus is_vertex_input from add_shader_variable().Kenneth Graunke2016-12-191-6/+1
| | | | | | | | | | | | stage_mask is a bitmask of shader stages, so the proper comparison would be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself. But we only care for structure types, and VS inputs cannot be structs. So we can just drop this entirely. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* treewide: s/comparitor/comparator/Ilia Mirkin2016-12-1211-30/+30
| | | | | | | | | | git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g' Just happened to notice this in a patch that was sent and included one of the tokens in question. Signed-off-by: Ilia Mirkin <[email protected]> Acked-by: Nicolai Hähnle <[email protected]>
* nir: Only float and double types can be matricesIan Romanick2016-12-121-14/+18
| | | | | | | | | | | | | | In 19a541f (nir: Get rid of nir_constant_data) a number of places that operated on nir_constant::values were mechanically converted to operate on the whole array without regard for the base type. Only GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those types can have data in the non-0 array element. See also b870394. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Cc: Iago Toral Quiroga <[email protected]>
* glsl: remember per-component vertex streams for packed varyingsNicolai Hähnle2016-12-123-2/+24
| | | | Reviewed-by: Marek Olšák <[email protected]>
* glsl: Use a simpler formula for tanhJason Ekstrand2016-12-091-8/+10
| | | | | | | | | | | | The formula we have used in the past is a trivial reduction from the definition by simply multiplying both the numerator and denominator of the formula by 2. However, multiplying by e^x, you can further reduce it. This allows us to get rid of one side of the clamp and two of exponential functions which should make it faster. The new formula still passes the dEQP precision tests for tanh so it should be fine. Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* compiler/glsl: fix precision problem of tanhHaixia Shi2016-12-091-2/+10
| | | | | | | | | | | | | | | | Clamp input scalar value to range [-10, +10] to avoid precision problems when the absolute value of input is too large. Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test failures. v2: added more explanation in the comment. v3: fixed a typo in the comment. Signed-off-by: Haixia Shi <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "13.0" <[email protected]>
* mesa: add support for GL_INTEL_conservative_rasterizationLionel Landwerlin2016-12-077-7/+64
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* mesa: Add GL and GLSL plumbing for ARB_post_depth_coverage for i965 (gen9+).Plamena Manolova2016-12-077-1/+48
| | | | | | | | | This extension allows the fragment shader to control whether values in gl_SampleMaskIn[] reflect the coverage after application of the early depth and stencil tests. Signed-off-by: Plamena Manolova <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* glsl: (trivial) fix type typoRoland Scheidegger2016-12-061-1/+1
| | | | | Accidentally changed the type of a constant in df33f11b39abf313a0db7b9fefaf739b88133161 causing assertion failures.
* glsl: fix ldexp lowering if bitfield insert lowering is also requestedRoland Scheidegger2016-12-061-5/+16
| | | | | | | | | | Trivial, this just resurrects the code which was there once upon a time (the code can't lower instructions generated in the lowering pass there, and even if it could it would probably be suboptimal). This fixes piglit mesa_shader_integer_functions fs-ldexp.shader_test and vs-ldexp.shader_test with llvmpipe. Reviewed-by: Matt Turner <[email protected]>
* nir: Remove some unused fields from nir_variableJason Ekstrand2016-12-051-5/+0
| | | | | | | All of these are happily set from glsl_to_nir or spirv_to_nir but their values are never used for anything. Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl/nir: Call nir_lower_constant_initializersJason Ekstrand2016-12-051-0/+2
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>
* nir: Get rid of nir_constant_dataJason Ekstrand2016-12-021-11/+24
| | | | | | | | This has bothered me for about as long as NIR has been around. Why do we have two different unions for constants? No good reason other than one of them is a direct port from GLSL IR. Reviewed-by: Iago Toral Quiroga <[email protected]>
* st/mesa/glsl: move Version to gl_shader_program_dataTimothy Arceri2016-12-023-18/+23
| | | | | | | | | | | This is mostly just used during linking however the st uses it when updating textures. In order to store gl_program in the CurrentProgram array rather than gl_shader_program we need to move this field to the shared gl_shader_program_data struct. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: use linked_shaders bitmask to iterate stages for subroutine fieldsTimothy Arceri2016-11-302-31/+26
| | | | | | | | | This should be faster than looping over every stage and null checking, but will also make the code a bit cleaner when we switch to getting more fields from gl_program rather than from gl_linked_shader as we can just copy the pointer and not need to worry about null checking then copying. Reviewed-by: Ian Romanick <[email protected]>
* mesa/glsl: add bitmask to track stages a program was linked againstTimothy Arceri2016-11-301-0/+1
| | | | | | | | | | | | | | | | This will be used to enable us to store the current gl_program rather than gl_shader_program in the gl_pipline_object allowing us to simplify handing of validation. Also we should not be depending on _LinkedShader for this information as it may contain shaders from a failed linking attempt rather than the current program still in use. We could also use this mask to iterate over the stages during linking with _mesa_bit_scan() rather then the current method of NULL checking each stage. Reviewed-by: Ian Romanick <[email protected]>
* mesa: fix active subroutine uniforms properlyTimothy Arceri2016-11-292-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | 07fe2d565b introduced a big hack in order to return NumSubroutineUniforms when querying ACTIVE_RESOURCES for <shader>_SUBROUTINE_UNIFORM interfaces. However this is the wrong fix we are meant to be returning the number of active resources i.e. the count of subroutine uniforms in the resource list which is what the code was previously doing, anything else will cause trouble when trying to retrieve the resource properties based on the ACTIVE_RESOURCES count. The real problem is that NumSubroutineUniforms was counting array elements as separate uniforms but the innermost array is always considered a single uniform so we fix that count instead which was counted incorrectly in 7fa0250f9. Idealy we could probably completely remove NumSubroutineUniforms and just compute its value when needed from the resource list but this works for now. Reviewed-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Cc: 13.0 <[email protected]>
* Revert "glsl: allow layout qualifier overrides with ↵Andres Gomez2016-11-251-6/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ARB_shading_language_420pack" This reverts commit aaa69c79cd584db4d9c6ea7794e93d29f3d54572. The commit was erroneous because the ast_layout_expression class is meant to hold a list used for an after check that all the declared values for a layout-qualifier-name are consistent. Therefore, the check for the possibility of duplicated values was previously fixed to happen much sooner, in the GLSL parser and the merge of layout qualifiers, and the process_qualifier_constant method only needs to check that the values are consistent. By now, those layout-qualifier-name represented as a ast_layout_expression are "max_vertices", "invocations", "vertices", "local_size_[x|y|z]" and "xfb_stride". From page 40 (page 46 of the PDF) of the GLSL 1.50 spec: " All geometry shader output layout declarations in a program must declare the same layout and same value for max_vertices." From page 44 (page 50 of the PDF) of the GLSL 4.00 spec: " If an invocation count is declared, all such declarations must specify the same count." From page 47 (page 53 of the PDF) of the GLSL 4.00 spec: " All tessellation control shader layout declarations in a program must specify the same output patch vertex count." From page 60 (page 66 of the PDF) of the GLSL 4.30 spec: " Also, if such a layout qualifier is declared more than once in the same shader, all those declarations must set the same set of local work-group sizes and set them to the same values; otherwise a compile-time error results. If multiple compute shaders attached to a single program object declare local work-group size, the declarations must be identical; otherwise a link-time error results." From page 73 (page 79 of the PDF) of the GLSL 4.40 spec: " While xfb_stride can be declared multiple times for the same buffer, it is a compile-time or link-time error to have different values specified for the stride for the same buffer." Fixes GL44-CTS.enhanced_layouts.xfb_duplicated_stride Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* Revert "glsl: geom shader max_vertices layout must match."Andres Gomez2016-11-253-13/+9
| | | | | | | | | | | | | | | | | | This reverts commit 4c863993780a11cea6f88fa0682796bee5794042. The commit was erroneous because the ast_layout_expression class was created to hold a list of values for a layout-qualifier-name which is allowed to appear in more than one expression in the same shader/program but not to hold different values. In other words, the list is used for an after check that all the declared values for a layout-qualifier-name are consistent. Therefore, the values stored must match always, not just for "max_vertices" or any other eventual layout-qualifier-name. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: push layout-qualifier-name values from variable declarations to globalAndres Gomez2016-11-253-23/+60
| | | | | | | | | | | | | | | | | | | | | | After the previous modifications in the merging of the layout-qualifier-name values, we no longer push the final value in a declaration to the global values. This regression happens because we don't call for merging on the right-most layout qualifier of a declaration which is also the overriding one in case of multiple appearances. Now, we add a new method to push these values to the global ones and we call for this just after all the layout-qualifier collapsing has happened in a declaration. This simplifies how this was working in two ways; we make a clear differentiation of when we are pushing this to the global values since before it was mixed in the merging call and we only run this once all the processing for layout-qualifiers in a declaration has happened. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: simplified error checking for duplicated layout-qualifiersAndres Gomez2016-11-252-24/+6
| | | | | | | | | The GLSL parser has been simplified to check for the needed GL_ARB_shading_language_420pack extension just when merging the qualifiers in the proper cases. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: simplified ast_type_qualifier::merge_into_[in|out]_qualifier APIAndres Gomez2016-11-253-12/+10
| | | | | | | | | | | Since we modified the way in which multiple repetitions of the same layout-qualifier-name in a single declaration collapse into the ast_type_qualifier class, we can simplify the merge_into_[in|out]_qualifier APIs through removing the create_node parameter. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: ignore all but the rightmost layout qualifier name from the rightmost ↵Andres Gomez2016-11-253-77/+84
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | layout qualifier From page 46 (page 52 of the PDF) of the GLSL 4.20 spec: " More than one layout qualifier may appear in a single declaration. If the same layout-qualifier-name occurs in multiple layout qualifiers for the same declaration, the last one overrides the former ones." Consider this example: " #version 150 #extension GL_ARB_shading_language_420pack: enable layout(max_vertices=2) layout(max_vertices=3) out; layout(max_vertices=3) out;" Although different values for "max_vertices" results in a compilation error. The above code is valid because max_vertices=2 is ignored. Hence, when merging qualifiers in an ast_type_qualifier, we now ignore new appearances of a same layout-qualifier-name if the new "is_multiple_layouts_merge" parameter is on, since the GLSL parser works in this case from right to left. In addition, any special treatment for the buffer, uniform, in or out layout defaults has been moved in the GLSL parser to the rule triggered just after any previous processing/merging on the layout-qualifiers has happened in a single declaration since it was run too soon previously. Fixes GL44-CTS.shading_language_420pack.qualifier_override_layout Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: refactor duplicated validations between 2 layout-qualifiersAndres Gomez2016-11-251-50/+76
| | | | | | | | | | | | Several layout-qualifier validations are duplicated in the merge_qualifier and validate_in_qualifier methods. We would rather have them refactored into single calls. Suggested by Timothy. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: assert on incoherent point mode layout-id-qualifier validationAndres Gomez2016-11-251-10/+6
| | | | | | | | | | | | | | | The point mode value in an ast_type_qualifier can only be true if the flag is already set since this layout-id-qualifier can only be or not be present in a shader. Hence, it is useless to check for its value if the flag is already set. Just replaced with an assert. V2: assert instead of checking for coherence and raising a compilation error. Suggested by Timothy. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>
* glsl: remove unneeded check for incompatible primitive types in GSAndres Gomez2016-11-251-10/+3
| | | | | | | | | | | | The validation of the default in layout qualifier already assures that we won't have 2 ast_gs_input_layout objects with different primitive type values. In fact, the validation already assures that we won't have 2 ast_gs_input_layout objects in the AST tree at all. The check for an error in the shader has been replaced by an assert. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Andres Gomez <[email protected]>