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* glsl: clean up and fix bug in varying linking rulesTimothy Arceri2016-02-091-74/+63
| | | | | | | | | | | | | | | | The existing code was very hard to follow and has been the source of at least 3 bugs in the past year. The existing code also has a bug for SSO where if we have a multi-stage SSO for example a tes -> gs program, if we try to use transform feedback with gs the existing code would look for the transform feedback varyings in the tes stage and fail as it can't find them. V2: Add more code comments, always try to remove unused inputs to the first stage. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: simplify ES Vertex/Fragment shader requirementsTimothy Arceri2016-02-091-28/+28
| | | | | | | | | | | | We really just needed to skip the existing ES < 3.1 check if we have a compute shader, all other scenarios are already covered. * No shaders is a link error. * Geom or Tess without Vertex is a link error which means we always require a Vertex shader and hence a Fragment shader. * Finally a Compute shader linked with any other stage is a link error. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: simplify required stages for linking rulesTimothy Arceri2016-02-091-43/+41
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: small tidy up now that link_shaders() exits early with 0 shadersTimothy Arceri2016-02-091-6/+4
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: don't attempt to link empty programTimothy Arceri2016-02-091-23/+23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously an empty program would go through the entire link_shaders() function and we would have to be careful not to cause a segfault. In core profile also now set link_status to false by generating an error, it was previously set to true. From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec: "Linking can fail for a variety of reasons as specified in the OpenGL Shading Language Specification, as well as any of the following reasons: - No shader objects are attached to program." V2: Only generate an error in core profile and add spec quote (Ian) V3: generate error in ES too, remove previous check which was only applying the rule to GL 4.5/ES 3.1 and above. My understand is that this spec change is clarifying previously undefined behaviour and therefore should be applied retrospectively. The ES CTS tests for this are in ES 2 I suspect it was passing because it would have generated an error for not having both a vertex and fragment shader. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: validate arrays of arrays on empty type delclarationsTimothy Arceri2016-02-091-25/+38
| | | | | | | | Fixes: dEQP-GLES31.functional.shaders.arrays_of_arrays.invalid.empty_declaration_without_var_name_fragment dEQP-GLES31.functional.shaders.arrays_of_arrays.invalid.empty_declaration_without_var_name_vertex Reviewed-by: Dave Airlie <[email protected]>
* glsl/ir: add param index to variable.Dave Airlie2016-02-091-0/+8
| | | | | | | | | | | | | We have a requirement to store the index into the mesa parameterlist for uniforms. Up until now we've overwritten var->data.location with this info. However this then stops us accessing UniformStorage, which is needed to do proper dereferencing. Add a new variable to ir_variable to store this value in, and change the two uses to use it correctly. Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* mesa: move GL_ARB_debug_output code into new debug_output.c fileBrian Paul2016-02-081-0/+1
| | | | | | | | The errors.c file had grown quite large so split off this extension code into its own file. This involved making a handful of functions non-static. Acked-by: Timothy Arceri <[email protected]>
* glsl: return cloned signature, not the builtin oneIlia Mirkin2016-02-071-1/+2
| | | | | | | | | | | | The builtin data can get released with a glReleaseShaderCompiler call. We're careful everywhere to clone everything that comes out of builtins except here, where we accidentally return the signature belonging to the builtin version, rather than the locally-cloned one. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Tested-by: Rob Herring <[email protected]> Cc: [email protected]
* glsl: make sure builtins are initialized before getting the shaderIlia Mirkin2016-02-071-0/+1
| | | | | | | | | | | | The builtin function shader is part of the builtin state, released when glReleaseShaderCompiler is called. We must ensure that the builtins have been (re)initialized before attempting to link with the builtin shader. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Tested-by: Rob Herring <[email protected]> Cc: [email protected]
* glsl: don't generate transform feedback candidate when not requiredTimothy Arceri2016-02-061-2/+4
| | | | | | | If we are not even looking for one don't bother generating a candidate list. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: replace unreachable code with an assert()Timothy Arceri2016-02-062-65/+38
| | | | | | | | | | | All interface blocks will have been lowered by this point so just use an assert. Returning false would have caused all sorts of problems if they were not lowered yet and there is an assert to catch this later anyway. We also update the tests to reflect this change. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: simplify setting of image access qualifiersTimothy Arceri2016-02-051-63/+21
| | | | | Cc: Francisco Jerez <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* Revert "compiler: removed unused Makefile.sources"Rob Clark2016-02-031-0/+222
| | | | | | Whoops, didn't mean to push this one. This reverts commit 78f4c555b93eb0951dcd9c5812109d506dd03023.
* compiler: fix .gitignore for glsl_compilerRob Clark2016-02-031-1/+0
| | | | Signed-off-by: Rob Clark <[email protected]>
* compiler: removed unused Makefile.sourcesRob Clark2016-02-031-222/+0
| | | | | | | We seem to end up w/ duplication between compiler/Makefile.sources and compiler/glsl/Makefile.sources. The latter appears unused. Delete it. Signed-off-by: Rob Clark <[email protected]>
* glsl: Disable tree grafting optimization for shared variablesJordan Justen2016-02-021-5/+6
| | | | | | | | | | | | | | | Fixes: * dEQP-GLES31.functional.compute.basic.shared_atomic_op_multiple_groups * dEQP-GLES31.functional.compute.basic.shared_atomic_op_multiple_invocation * dEQP-GLES31.functional.compute.basic.shared_atomic_op_single_group * dEQP-GLES31.functional.compute.basic.shared_atomic_op_single_invocation From https://android.googlesource.com/platform/external/deqp Reported-by: Ilia Mirkin <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Tested-by: Samuel Pitoiset <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: Enable debug prints for do_common_optimizationJordan Justen2016-02-021-32/+49
| | | | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Remove 2x16 half-precision pack/unpack opcodes.Matt Turner2016-02-015-152/+8
| | | | | | i965/fs was the only consumer, and we're now doing the lowering in NIR. Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: keep track of ssbo variable being accessed, add access paramsIlia Mirkin2016-01-294-6/+47
| | | | | | | | | | | | | | | | | | | | Currently any access params (coherent/volatile/restrict) are being lost when lowering to the ssbo load/store intrinsics. Keep track of the variable being used, and bake its access params in as the last arg of the load/store intrinsics. If the variable is accessed via an instance block, then 'variable' points to the instance block variable and not the field inside the instance block that we are accessing. In order to check access parameters for the field itself we need to detect this case and keep track of the corresponding field struct so we can extract the specific field access information from there instead. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Marek Olšák <[email protected]> (v1) v1 -> v2: add tracking of struct field v2 -> v3: minor adjustments based on Iago's feedback Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: always initialize image_* fields, copy them on interface initIlia Mirkin2016-01-291-0/+5
| | | | | | | | | Interfaces can have image properties set in case they are buffer interfaces. Make sure not to lose this information. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* glsl: disallow implicit conversions in ESSL shadersIlia Mirkin2016-01-281-0/+4
| | | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: double-precision values don't support interpolationSamuel Iglesias Gonsálvez2016-01-281-2/+7
| | | | | | | | | | | | | | | | | | | | ARB_gpu_shader_fp64 spec says: "This extension does not support interpolation of double-precision values; doubles used as fragment shader inputs must be qualified as "flat"." Fixes the regressions added by commit 781d278: arb_gpu_shader_fp64-double-gettransformfeedbackvarying arb_gpu_shader_fp64-tf-interleaved arb_gpu_shader_fp64-tf-interleaved-aligned arb_gpu_shader_fp64-tf-separate Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93878 Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* glsl: only expose double mod when doubles are availableIlia Mirkin2016-01-271-17/+18
| | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: remove old FINISHMETimothy Arceri2016-01-271-2/+0
| | | | | | This should have been removed long ago. Reviewed-by: Chris Forbes <[email protected]>
* glsl: add GL_OES_geometry_point_size and conditionalize gl_PointSizeIlia Mirkin2016-01-264-1/+16
| | | | | | | | | | | For now this will be enabled in tandem with GL_OES_geometry_shader. Should a driver come along that wants to separate them out, another enable can be added. Also adds the missed GL_OES_geometry_shader define in glcpp. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]>
* glsl: move to compiler/Emil Velikov2016-01-26451-0/+85231
Signed-off-by: Emil Velikov <[email protected]> Acked-by: Matt Turner <[email protected]> Acked-by: Jose Fonseca <[email protected]>