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* glsl: move uniform block validation to link_uniform_blocks.cppTimothy Arceri2016-04-272-53/+53
| | | | Reviewed-by: Eduardo Lima Mitev <[email protected]>
* glsl: removing double semi-colonsJakob Sinclair2016-04-262-2/+2
| | | | | | | | | | Trivial change. Removing unnecessary semi-colons from the code. I don't have push access so someone reviewing this can push it. Signed-off-by: Jakob Sinclair <[email protected]> Reviewed-by: Alex Deucher <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* glsl: add ability to use essl 3.20Ilia Mirkin2016-04-252-0/+9
| | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: fix warning in release buildGrazvydas Ignotas2016-04-251-1/+1
| | | | | | | | | Mark variable MAYBE_UNUSED to avoid unused-but-set-variable warning in release build. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* glsl: fix cross validation for explicit locations on structs and arraysTimothy Arceri2016-04-221-13/+30
| | | | | | Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Relax GLSL 1.10 float suffix error to a warning.Matt Turner2016-04-211-2/+2
| | | | | | | | | | | | Float suffixes are allowed in all subsequent GLSL specifications, and it's obvious what the user meant if they specify one. Accept it with a warning to avoid breaking applications, like Planeshift (although it looks like between 0.6.1 and 0.6.3 they might have removed the suffixes from their shaders). Reviewed-by: Lars Hamre <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add forgotten textureOffset function for sampler2DArrayShadowRoland Scheidegger2016-04-211-0/+7
| | | | | | | | | | | | | | | | | | This was part of EXT_gpu_shader4 - as such it should have been supported by glsl 130. It was however forgotten, and not added until glsl 430 - with the wrong syntax no less (glsl 430 mentions it was overlooked). glsl 440 (but revision 8 only) fixed this finally for good. At least nvidia supports this with just version glsl version 1.30 as well (the spec doesn't explicitly say it should be supported retroactively), so just add this to the other glsl 130 textureOffset functions. Passes a (hacked) piglit tex-miplevel-selection test (2DArrayShadow textureOffset -auto) with llvmpipe. v2: fix up comment (by Ian), add testing to commit message. Reviewed-by: Dave Airlie <[email protected]>
* glsl: Properly handle ldexp(0.0f, non-zero-exp).Matt Turner2016-04-181-4/+6
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* glsl: Rename "vertex_input_slots" -> "is_vertex_input"Matt Turner2016-04-132-6/+6
| | | | | | | | | | | vertex_input_slots would be an appropriate name for an integer, but not a bool. Also remove a cond ? true : false from a count_attribute_slots() call site, noticed during the rename. Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: Don't copy propagate or tree graft precise values.Kenneth Graunke2016-04-123-1/+8
| | | | | | | | | | | | | | | | | | | | | | | This is kind of a hack. We currently track precise requirements by decorating ir_variables. Propagating or grafting the RHS of an assignment to a precise value into some other expression tree can lose those decorations. In the long run, it might be better to replace these ir_variable decorations with an "exact" decoration on ir_expression nodes, similar to what NIR does. In the short run, this is probably good enough. It preserves enough information for glsl_to_nir to generate "exact" decorations, and NIR will then handle optimizing these expressions reasonably. Fixes ES31-CTS.gpu_shader5.precise_qualifier. v2: Drop invariant handling, as it shouldn't be necessary (caught by Jason Ekstrand). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* glsl/linker: Recurse on struct fields when adding shader variablesKristian Høgsberg Kristensen2016-04-121-6/+45
| | | | | | | | | | ARB_program_interface_query requires that we add struct fields recursively down to basic types. Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.* Signed-off-by: Kristian Høgsberg Kristensen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Pass name and type through to create_shader_variable()Kristian Høgsberg Kristensen2016-04-121-9/+12
| | | | | | | | No functional change here, but this now lets us recurse throught structs in add_shader_variable(). Signed-off-by: Kristian Høgsberg Kristensen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Pass absolute location to add_shader_variable()Kristian Høgsberg Kristensen2016-04-121-7/+10
| | | | | | | | | This lets us pass in the absolution location of a variable instead of computing it in add_shader_variable() based on variable location and bias. This is in preparation for recursing into struct variables. Signed-off-by: Kristian Høgsberg Kristensen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Add add_shader_variable() helperKristian Høgsberg Kristensen2016-04-121-19/+23
| | | | | | | | | | This consolidates the combination of create_shader_variable() and add_program_resource() into a new helper function. No functional difference, but we'll expand add_shader_variable() in the next few commits. Signed-off-by: Kristian Høgsberg Kristensen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Reject illegal qualifiers on atomic counter uniforms.Kenneth Graunke2016-04-121-0/+11
| | | | | | | | | | | | | | | | | | | This fixes dEQP-GLES31.functional.uniform_location.negative.atomic_fragment dEQP-GLES31.functional.uniform_location.negative.atomic_vertex Both of which have lines like layout(location = 3, binding = 0, offset = 0) uniform atomic_uint uni0; The ARB_explicit_uniform_location spec makes a very tangential mention regarding atomic counters, but location isn't something that makes sense with them. Signed-off-by: Ilia Mirkin <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Add a method to print error messages for illegal qualifiers.Kenneth Graunke2016-04-122-0/+90
| | | | | | | | | Suggested by Timothy Arceri a while back on mesa-dev: https://lists.freedesktop.org/archives/mesa-dev/2016-February/107735.html Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Acked-by: Matt Turner <[email protected]>
* glsl: Update hash table comments in constant propagationRhys Kidd2016-04-121-3/+3
| | | | | Signed-off-by: Rhys Kidd <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* compiler: remove {glsl,nir}/Makefile.sourcesEmil Velikov2016-04-112-452/+0
| | | | | | | | | No longer used as of last commit. v2: Rebase. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Jason Ekstrand <[email protected]> (v1)
* glsl: move the android build scripts a level upEmil Velikov2016-04-112-153/+0
| | | | | | | Analogous to previous commit. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Jason Ekstrand <[email protected]>
* glsl: move the scons build script a level upEmil Velikov2016-04-111-122/+0
| | | | | | | It will allow us to remove the duplicate glsl/Makefile.sources. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Jason Ekstrand <[email protected]>
* nir: add a pass for lowering (un)pack_double_2x32Connor Abbott2016-04-111-0/+1
| | | | | | | | | | | | | | | | | | | v2: Undo unintended change to the signature of nir_normalize_cubemap_coords (Iago). v3: Move to compiler/nir (Iago) v4: Remove Authors from copyright header (Michael Schellenberger) v5 (Sam): - Use nir_channel() and nir_ssa_for_alu_src() helpers (Jason) - Inline lower_double_pack_instr() code into lower_double_pack_block() (Jason). - Initialize nir_builder at lower_double_pack_impl() (Jason). Signed-off-by: Iago Toral Quiroga <[email protected]> Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* glsl: Don't remove XFB-only varyings.Kenneth Graunke2016-04-101-1/+1
| | | | | | | | | | | | | | | | | Consider the case of linking a program with both a vertex and fragment shader. The VS may compute output varyings that are intended for transform feedback, and not read by the fragment shader. In this case, var->data.is_unmatched_generic_inout will be true, but we still cannot eliminate the varyings. We need to also check !var->data.is_xfb_only. Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen to use transform feedback in a way we apparently hadn't seen before. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: allow usage of the keyword buffer before GLSL 430 / ESSL 310Ilia Mirkin2016-04-091-1/+1
| | | | | | | | | | The GLSL 4.20 and ESSL 3.00 specs don't list 'buffer' as a reserved keyword. Make the parser ignore it unless GLSL 4.30 / ESSL 3.10 are used, or ARB_shader_storage_buffer_objects is enabled. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: [email protected]
* glsl: handle unsigned int wraparound in link_shaders()Lars Hamre2016-04-091-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | v2: change check_explicit_uniform_locations() to return an unsigned 0 (Timothy Arceri) We were storing the int result of check_explicit_uniform_locations() in num_explicit_uniform_locs as an unsigned int which caused it to be 4294967295 when a -1 was returned. This in turn would cause the following error during linking: error: count of uniform locations > MAX_UNIFORM_LOCATIONS(4294967295 > 98304) Results from running piglit tests/all with this patch and when ARB_explicit_uniform_location disabled: changes: 178 fixes: 176 regressions: 2 The two regressions are for the following tests: glean@glsl1-matrix column check (1) glean@glsl1-matrix column check (2) which regress from FAIL to CRASH. The regressions are acceptable because the tests are currently failing due to the aforementioned linker error. Signed-off-by: Lars Hamre <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use has_shader_storage_buffer_objects helperIlia Mirkin2016-04-051-2/+1
| | | | | | | | Replaces open-coded logic with existing helper. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: remove remaining tabs in link_uniform_blocks.cppTimothy Arceri2016-04-061-5/+5
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: remove unused IsShaderStorage fieldTimothy Arceri2016-04-061-1/+0
| | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: fully split apart buffer block arraysTimothy Arceri2016-04-066-238/+251
| | | | | | | | | | | | With this change we create the UBO and SSBO arrays separately from the beginning rather than putting them into a combined array and splitting it apart later. A bug is with UBO and SSBO stage reference querying is also fixed as we now use the block index to lookup the references in the separate arrays not the combined buffer block array. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: Lower variable indexing of system value arrays unconditionally.Kenneth Graunke2016-04-041-0/+20
| | | | | | | | | | | | | | | | | | | lower_variable_index_to_cond_assign() did not handle system values. gl_SampleMaskIn[] is a system value, and also an array. Accessing it with a variable index would trigger an unreachable() assert. Rather than adding a new EmitNoIndirectSystemValues flag, we simply lower unconditionally. There is exactly one case where this occurs, and for all current drivers, lowering produces optimal code. Even for future drivers with 32x MSAA, it produces reasonable code. Fixes Piglit's new samplemaskin-indirect test. Also fixes many ES31-CTS tests when OES_sample_variables is enabled. Cc: [email protected] Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Print "precise" on ir_variable nodes.Kenneth Graunke2016-04-031-2/+3
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eduardo Lima Mitev <[email protected]>
* glsl: make *sampler2DMSArray available in ESSL 3.20Ilia Mirkin2016-04-031-5/+7
| | | | | | | | Also avoid double-adding the *sampler2DMS types when the array ext is enabled. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: make ssbo predicate return true when in a GLSL 430 or ESSL 310 shaderIlia Mirkin2016-04-031-1/+2
| | | | | | | | | I can't tell whether this actually matters, but we're creating function signatures with this predicate, so it should probably match when SSBO's are available. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: allow conservative depth qualifiers in GLSL 420Ilia Mirkin2016-04-031-1/+3
| | | | | Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: add ARB_ES3_1_compatibility supportIlia Mirkin2016-04-035-8/+18
| | | | | | | | Oddly a bunch of the features it adds are actually from ESSL 3.20. But the spec is quite clear, oh well. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: rename var and simplify ifTimothy Arceri2016-04-021-4/+4
| | | | | | is_ubo_var is true for both UBOs and SSBOs Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: store ubo or ssbo index in block indexTimothy Arceri2016-04-022-22/+29
| | | | | | | | | | | | | | | | | | | | | | | Previously we store the buffer block index i.e the index of a combined ubo/ssbo list. Fixes several dEQP-GLES31.functional tests: - program_interface_query.uniform.block_index.block_array - program_interface_query.uniform.block_index.named_block - program_interface_query.uniform.block_index.unnamed_block - program_interface_query.uniform.random.10 - program_interface_query.uniform.random.15 - program_interface_query.uniform.random.22 - program_interface_query.uniform.random.24 - program_interface_query.uniform.random.26 - program_interface_query.uniform.random.28 - program_interface_query.uniform.random.3 - program_interface_query.uniform.random.31 - program_interface_query.uniform.random.38 - program_interface_query.uniform.random.5 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116 Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: store stage reference in gl_uniform_blockTimothy Arceri2016-04-022-22/+22
| | | | | | | | | This allows us to simplify the code and drop InterfaceBlockStageIndex which is a per stage array of integers the size of all blocks in the program combined including duplicates across stages. Adding a stage ref per block will use less memory. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: simplify buffer block resource limit checkingTimothy Arceri2016-04-021-55/+32
| | | | | | | | | | This changes the code to use the buffer counts stored for each stage rather than counting from scratch. It also moves the checks outside of the for loop which means we now just get a single link error message if we go over the max rather than X error messages where X is the number we have exceeded the max by. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: simplify SSBO resources checkTimothy Arceri2016-04-021-7/+1
| | | | | | We already have a count of active SSBOs per stage so use it. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: split buffer block arrays earlierTimothy Arceri2016-04-021-27/+27
| | | | | | | This will allow us to use them when checking resources in a following patch and clean up a bunch of code. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: only set buffer block binding once during initialisationTimothy Arceri2016-04-021-26/+6
| | | | | | | | Since 8683d54d2be825 there is now a single instance of the buffer block information that needs to be updated rather than one instance for each stage. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Fix prorgram interface query locations biasing for SSO.Kenneth Graunke2016-04-011-5/+13
| | | | | | | | | | | | | | | | | | | | | With SSO, the GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT interfaces refer to the first and last shader stage linked into a program. This may not be the vertex and fragment shader stages. So, subtracting VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 is bogus. We need to subtract VERT_ATTRIB_GENERIC0 for VS inputs, FRAG_RESULT_DATA0 for FS outputs, and VARYING_SLOT_VAR0 for other cases. Note that built-in variables get a location of -1. Fixes 4 dEQP-GLES31.functional.program_interface_query tests: - program_input.location.separable_fragment.var_explicit_location - program_input.location.separable_fragment.var_array_explicit_location - program_output.location.separable_vertex.var_array_explicit_location - program_output.location.separable_vertex.var_array_explicit_location Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Return -1 for program interface query locations in many cases.Kenneth Graunke2016-04-011-5/+33
| | | | | | | | | | | | | | | | | | | We were recording locations for all variables, even ones without an explicit location set. Implement the rules from the spec, and record -1 in the resource list accordngly. Make program_resource_location stop doing math on negative values. Remove hacks that are no longer necessary now that we've stopped doing that. Fixes 4 dEQP-GLES31.functional.program_interface_query tests: - program_input.location.separable_fragment.var - program_input.location.separable_fragment.var_array - program_output.location.separable_vertex.var_array - program_output.location.separable_vertex.var_array v2: Delete more code Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.Kenneth Graunke2016-04-011-2/+10
| | | | | | | | | A program will either have gl_VertexID or gl_VertexIDMESA (the lowered zero-based version), not both. Just spoof it in the resource list so the hacks are done in a single place. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Clean up some leftover cruft.Kenneth Graunke2016-04-011-4/+1
| | | | | | | stages is always 1 << stage now. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Add all system variables to the input resource list.Kenneth Graunke2016-04-011-10/+0
| | | | | | | | | | | | | | | | | | | | System values are just built-in input variables that we've opted to special-case out of convenience. We need to consider all inputs, regardless of how we've classified them. Unfortunately, there's one exception: we shouldn't add gl_BaseVertex unless ARB_shader_draw_parameters is enabled, because it doesn't actually exist in the language, and shouldn't be counted in the GL_ACTIVE_RESOURCES query. Fixes dEQP-GLES31.functional.program_interface_query.program_input. resource_list.compute.empty, which expects gl_NumWorkGroups to appear in the resource list. v2: Delete more code Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Delete hack for VS system values.Kenneth Graunke2016-04-011-4/+0
| | | | | | | | | | | This makes no sense. If the stage being considered is the vertex shader, then we'll add inputs and system values appropriately. If we're not considering the vertex shader, then we absolutely should not do anything with it. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Make add_interface_variables only consider the appropriate stage.Kenneth Graunke2016-04-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | add_interface_variables() is supposed to add variables for the inputs of the first shader stage linked into a program, and the outputs of the last shader stage linked into a program. From the ARB_program_interface_query specification: "* PROGRAM_INPUT corresponds to the set of active input variables used by the first shader stage of <program>. If <program> includes multiple shader stages, input variables from any shader stage other than the first will not be enumerated. * PROGRAM_OUTPUT corresponds to the set of active output variables (section 2.14.11) used by the last shader stage of <program>. If <program> includes multiple shader stages, output variables from any shader stage other than the last will not be enumerated." Previously, we used build_stageref here, which walks over all linked shaders in the program. This meant that internal varyings would be visible. We don't actually need any of build_stageref's code: we already explicitly skip packed varyings, handle modes, and the name comparisons just do a fuzzy string comparison of name with itself. Fixes two tests: dEQP-GLES31.functional.program_interface_query. program_{input,output}.referenced_by.referenced_by_vertex_fragment. These tests have a VS and FS linked together into a single program. Both stages have an input called "shaderInput". But the FS input should not be visible because it isn't the first stage. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Clarify "mask" variable in add_interface_variables().Kenneth Graunke2016-04-011-5/+5
| | | | | | | | | | This is a bitfield of which stages refer to a variable. It is not used to mask off bits. In fact, it's used to contribute additional bits. Rename it and tidy a bit of the logic. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Pass stage to add_interface_variables().Kenneth Graunke2016-04-011-5/+5
| | | | | | | | | | add_interface_variables is supposed to add variables from either the first or last stage of a linked shader. But it has no way of knowing the stage it's being asked to process, which makes it impossible to produce correct stagerefs. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>