| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
We drop the memset on ImageUnits because gl_program is already
created using rzalloc().
Reviewed-by: Lionel Landwerlin <[email protected]>
|
|
|
|
|
|
| |
to reduce the amount of GLSL optimizations for drivers that can do better.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
| |
so that backends don't have to run it manually
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Some of the existing tests were using '@' and '"' incidentally within the test
body. Neither of these characters are actually legal for GLSL. And since we
are planning to start generating errors for illegal characters, we need to
first make the test suite clean.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Here, each legal character (as defined by GLSL Language Specification version
4.30.6, section 3.1) appears at least once in the input file. Obviously,
characters with special meaning (like '#' and '\') aren't treated exhaustively
with respect to all their possible uses. We have many other tests for that.
Here, we're simply ensuring that the test suite sees every legal character at
least once.
v2 (by Ken): Fix expectations, move to src/compiler, renumber tests.
Carl's .expected: Updated .expected:
.. ..
. . . .
. . . .
. . . .
. . . .
. ..
. .
. .
.
(For some reason, the original test expected ".." to produce two lines.
glcpp, cpp, and mcpp all follow my updated behavior, so I believe it to
be correct.)
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Of course, these aren't really useful for anything, but the GLSL language
specification does allow them:
The source character set used for the OpenGL shading languages,
outside of comments, is a subset of UTF-8. It includes the following
characters:
...
White space: the space character, horizontal tab, vertical tab, form
feed, carriage-return, and line- feed.
[GLSL Language Specification 4.30.6, section 3.1]
So treat vertical tab ('\v' or ^K) and form-feed ('\f' or ^L) as horizontal
space characters.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GCC's preprocessor accepts a macro definition where there is no space between
the macro's identifier name and the replacementlist. (GCC does emit a "missing
space" warning that we don't, but that's fine.)
This is an exhaustive test that verifies that all legal GLSL characters that
could possibly be interpreted as separating the macro name from the
replacement list are interpreted as such. So the testing here includes all
valid GLSL symbols except for:
* Characters that can be part of an identifier (a-z, A-Z, 0-9, _)
* Backslash, (allowed only as line continuation)
* Hash, (allowed only to introduce pre-processor directive, or as part of a
paste operator in a replacement list---but not as first token of
replacement list)
* Space characters (since the point of the testing is to have missing space)
* Left parenthesis (which would indicate a function-like macro)
v2 (Ken): Move to src/compiler, renumber tests.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This disallows fancy varyings in tessellation and geometry shaders,
as required by ES 3.2.
Fixes:
dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_array_of_structs
dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_structs_containing_arrays
(Not a candidate for stable branches as it only disallows things which
should be working as desktop GL allows them.)
v2: Update error messages to not say "vertex shader" (caught by Iago).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We also add the stubs for the standalone compiler in this change.
By adding a reference here we can now refactor some code to use
gl_program where we were previously awkwardly using gl_shader_program.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
|
| |
We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone. This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
| |
We no longer need to initialise it because gl_program is never reused.
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
| |
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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/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]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
| |
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Accidentally changed the type of a constant in
df33f11b39abf313a0db7b9fefaf739b88133161 causing assertion failures.
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
| |
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|