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* glsl: Convert piles of foreach_iter to the newer foreach_list macro.Kenneth Graunke2014-01-131-2/+2
| | | | | | | | | | | | | foreach_iter and exec_list_iterators have been deprecated for some time now; we just hadn't ever bothered to convert code to the newer foreach_list and foreach_list_safe macros. In these cases, we aren't editing the list, so we can use foreach_list rather than foreach_list_safe. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: Namespace qualify fma to override ambiguity with fma from math.hThomas Sondergaard2014-01-081-1/+1
| | | | | | | MSVC 2013 version of math.h includes an fma() function. Cc: "10.0" <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* mesa: Clean up nomenclature for pipeline stages.Paul Berry2014-01-081-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we had an enum called gl_shader_type which represented pipeline stages in the order they occur in the pipeline (i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several inconsistently named functions for converting between it and other representations: - _mesa_shader_type_to_string: gl_shader_type -> string - _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type - _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type - _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string This patch tries to clean things up so that we use more consistent terminology: the enum is now called gl_shader_stage (to emphasize that it is in the order of pipeline stages), and the conversion functions are: - _mesa_shader_stage_to_string: gl_shader_stage -> string - _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage - _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage - _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES, for consistency with the new name for the enum. Reviewed-by: Kenneth Graunke <[email protected]> v2: Also rename the "target" field of _mesa_glsl_parse_state and the "target" parameter of _mesa_shader_stage_to_string to "stage". Reviewed-by: Brian Paul <[email protected]>
* glsl: rename min(), max() functions to fix MSVC buildBrian Paul2014-01-061-3/+3
| | | | | | | | Evidently, there's some other definition of "min" and "max" that causes MSVC to choke on these function names. Renaming to min2() and max2() fixes things. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: implement mid3 built-in functionMaxence Le Doré2014-01-061-0/+38
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: implement max3 built-in functionMaxence Le Doré2014-01-061-0/+38
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Implement min3 built-in functionMaxence Le Doré2014-01-061-0/+38
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add a shader_trinary_minmax predicateMaxence Le Doré2014-01-061-0/+6
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Replace _mesa_glsl_parser_targets enum with gl_shader_type.Paul Berry2013-12-171-11/+11
| | | | | | These enums were redundant. Reviewed-by: Brian Paul <[email protected]>
* glsl: Simplify the built-in function linking code.Kenneth Graunke2013-12-011-2/+1
| | | | | | | | | | | | | | | | | | Previously, we stored an array of up to 16 additional shaders to link, as well as a count of how many each shader actually needed. Since the built-in functions rewrite, all the built-ins are stored in a single shader. So all we need is a boolean indicating whether a shader needs to link against built-ins or not. During linking, we can avoid creating the temporary array if none of the shaders being linked need built-ins. Otherwise, it's simply a copy of the array that has one additional element. This is much simpler. This patch saves approximately 128 bytes of memory per gl_shader object. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Create an accessor for the built-in function shader.Kenneth Graunke2013-12-011-2/+10
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Enable dFdx, dFdy, and fwidth by default in GLSL ES 3.00.Kenneth Graunke2013-11-071-1/+2
| | | | | | | | | | | | | | | Previously, we only exposed them in desktop GL or with: #extension GL_OES_standard_derivatives : enable GLSL ES 3.00 includes these without an extension, so we need to expose them by default. Note that the above #extension line results in an error or desktop GL, so we don't need to worry about this. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Add built-in functions and constants required for ↵Francisco Jerez2013-10-291-0/+58
| | | | | | | | ARB_shader_atomic_counters. v2: Represent atomics as GLSL intrinsics. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Basic support for built-in intrinsics.Francisco Jerez2013-10-291-3/+46
| | | | | | | | | | | | | | | | | Fix the linker to deal with intrinsic functions which are undefined all the way down to the driver back-end, and introduce intrinsic definition helpers in the built-in generator. We still need to figure out what kind of interface we want for drivers to communicate to the GLSL front-end which of the supported intrinsics should use a default GLSL implementation and which should use a hardware-specific override. As there's no default GLSL implementation for atomic ops, this seems like something we can worry about later on. Reviewed-by: Ian Romanick <[email protected]> v2: Define local helper function to generate ir_call nodes in the builtin generator.
* glsl: add signatures for textureGatherOffsets()Chris Forbes2013-10-261-0/+30
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add support for texture functions with offset arraysChris Forbes2013-10-261-0/+9
| | | | | | | This is needed for textureGatherOffsets() Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add new textureGather[Offset]() overloads for shadow samplersChris Forbes2013-10-261-0/+10
| | | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add support for separate reference Z for shadow samplersChris Forbes2013-10-261-5/+15
| | | | | | | | | | ARB_gpu_shader5's textureGather*() functions which take shadow samplers have a separate `refz` parameter rather than adding it to the coordinate. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: relax const offset requirement for textureGatherOffsetChris Forbes2013-10-261-20/+41
| | | | | | | | | | Prior to ARB_gpu_shader5 / GLSL 4.0, the offset is required to be a constant expression. With that extension, it is relaxed to be an arbitrary expression. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add ARB_gpu_shader5 textureGatherOffset signaturesChris Forbes2013-10-261-0/+16
| | | | | | | | - gsampler2DRect - optional `comp` parameter Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Implement [iu]mulExtended() built-ins for ARB_gpu_shader5.Matt Turner2013-10-071-0/+31
| | | | | | | | | | These built-ins have two "out" parameters, which makes implementing them efficiently with our current compiler infrastructure difficult. Instead, implement them in terms of the existing ir_binop_mul IR (to return the low 32-bits) and a new ir_binop_mul64 which returns the high 32-bits. v2: Rename mul64 -> imul_high as suggested by Ken. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Implement usubBorrow() built-in for ARB_gpu_shader5.Matt Turner2013-10-071-0/+21
| | | | | | | | | | | | | | i965 implements this with a single (multiple destination) instruction, SUBB. Emitting SUBB directly from usubBorrow() would be ideal, but our optimization passes don't know how to copy with expressions with side-effects. Radeon has an SUBB_UINT instruction that only generates the borrow bit. I've chosen to go this route and implement usubBorrow() by doing the subtraction and the borrow operations separately. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Implement uaddCarry() built-in for ARB_gpu_shader5.Matt Turner2013-10-071-0/+21
| | | | | | | | | | | | | | i965 implements this with a single (multiple destination) instruction, ADDC. Emitting ADDC directly from uaddCarry() would be ideal, but our optimization passes don't know how to copy with expressions with side-effects. Radeon has an ADDC_UINT instruction that only generates the carry bit. I've chosen to go this route and implement uaddCarry() by doing the addition and the carry operations separately. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: add ARB_gpu_shader5's additional textureGather signaturesChris Forbes2013-10-061-1/+26
| | | | | | | | | | | - gsampler2DRect support - optional `comp` parameter Future patches will add shadow sampler support and textureGatherOffsets(). Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add support for specifying the component in textureGatherChris Forbes2013-10-061-0/+13
| | | | | | | | | | | ARB_gpu_shader5 introduces new variants of textureGather* which have an explicit component selector, rather than relying purely on the sampler's swizzle state. This patch adds the GLSL plumbing for the extra parameter. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add plumbing for GL_ARB_texture_query_levelsChris Forbes2013-10-051-0/+56
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: add texture gather changesMaxence Le Dore2013-10-031-0/+35
| | | | | | | | | | V2 [Chris Forbes]: - Add new pattern, fixup parameter reading. V3: Rebase onto new builtins machinery Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Hide many classes local to individual .cpp files in anon namespaces.Eric Anholt2013-09-231-0/+4
| | | | | | | | This gives the compiler the chance to inline and not export class symbols even in the absence of LTO. Saves about 60kb on disk. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Delete builtin_builder::shader when destroying built-ins.Kenneth Graunke2013-09-191-0/+3
| | | | | | | | | | I would use _mesa_delete_shader, but it's declared static, and we don't really need any of the stuff in it anyway. This fixes a memory leak caught by Valgrind. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Add frexp signatures and implementation.Matt Turner2013-09-171-0/+56
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I initially implemented frexp() as an IR opcode with a lowering pass, but since it returns a value and has an out-parameter, it would break assumptions our optimization passes make about ir_expressions being pure (i.e., having no side effects). For example, if opt_tree_grafting encounters this code: uniform float u; void main() { int exp; float f = frexp(u, out exp); float g = float(exp)/256.0; float h = float(exp) + 1.0; gl_FragColor = vec4(f, g, h, g + h); } it may try to optimize it to this: uniform float u; void main() { int exp; float g = float(exp)/256.0; float h = float(exp) + 1.0; gl_FragColor = vec4(frexp(u, out exp), g, h, g + h); } Some hardware has an instruction which performs frexp(), but we would need some other compiler infrastructure to be able to generate it, such as an intrinsics system that would allow backends to emit specific code for particular bits of IR. Reviewed-by: Paul Berry <[email protected]>
* glsl: Allow vectors to be created from ir_constant().Matt Turner2013-09-171-9/+9
| | | | | | | | Note the parameter name change in the int version of ir_constant, to avoid the conflict with the loop iterator. v2: Make analogous change to builtin_builder::imm(). Reviewed-by: Paul Berry <[email protected]>
* glsl: Add support for ldexp.Matt Turner2013-09-171-0/+14
| | | | | v2: Drop frexp. Rebase on builtins rewrite. Reviewed-by: Paul Berry <[email protected]>
* glsl/builtins: Fix {texture1D,texture2D,shadow1D}ArrayLod availibility.Paul Berry2013-09-131-5/+5
| | | | | | | | | | | | | | These functions are defined in EXT_texture_array, which makes no mention of what shader types they should be allowed in. At the time EXT_texture_array was introduced, functions ending in "Lod" were available only in vertex shaders, however this restriction was lifted in later spec versions and extensions. We already have the function lod_exists_in_stage() for figuring out whether functions ending in "Lod" should be available, so just re-use that. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Rename MESA_shader_integer_mix to EXT_shader_integer_mixIan Romanick2013-09-131-1/+1
| | | | | | | | | | | | | | Everyone at the Khronos meeting was as surprised that GLSL didn't already support this as we were. Several vendors said they'd ship it, but there didn't seem to be enough interest to put in the effort to make it ARB or KHR. v2: Fix a couple typos and rename the spec file to EXT_shader_integer_mix.spec. Suggested by Roland. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* glsl: Use sampler_coordinate_components instead of passing it by hand.Kenneth Graunke2013-09-111-450/+450
| | | | | | | | | | | We used to pass the number of components actually used for the coordinate (rather than padding, shadow comparitors, and projectors) by hand, specifying it on every _texture() call. The new helper function can just compute this, eliminating a lot of potential mistakes. Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: Add missing va_end in builtin_builder::add_function.Vinson Lee2013-09-101-0/+1
| | | | | | | Fixes "Missing varargs init or cleanup" defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Initialize builtin_builder member variables.Vinson Lee2013-09-101-0/+3
| | | | | | | Fixes "Uninitialized pointer field" defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: fix variadic macro for MSVCBrian Paul2013-09-091-2/+2
| | | | | | MSVC doesn't accept the rest... syntax. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Implement MESA_shader_integer_mix extension.Matt Turner2013-09-091-7/+32
| | | | | | | Because why doesn't GLSL allow you to do this already? Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Use conditional-select in mix().Matt Turner2013-09-091-8/+8
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Write a new built-in function module.Kenneth Graunke2013-09-091-0/+3517
This creates a new replacement for the existing built-in function code. The new module lives in builtin_functions.cpp (not builtin_function.cpp) and exists in parallel with the existing system. It isn't used yet. The new built-in function code takes a significantly different approach: Instead of implementing built-ins via printed IR, build time scripts, and run time parsing, we now implement them directly in C++, using ir_builder. This translates to faster load times, and a much less complex build system. It also takes a different approach to built-in availability: each signature now stores a boolean predicate, which makes it easy to construct arbitrary expressions based on _mesa_glsl_parse_state's fields. This is much more flexible than the old system, and also easier to use. Built-ins are also now stored in a single gl_shader object, rather than being spread out across a number of shaders that need to be linked. When searching for a matching prototype, we simply consult the availability predicate. This also simplifies the code. v2: Incorporate Matt Turner's feedback: use the new fma() function rather than expr(). Don't expose textureQueryLOD() in GLSL 4.00 (since it was renamed to textureQueryLod()). Also correct some #undefs. v3: Incorporate Paul Berry's feedback: rename legacy to compatibility; add comments to explain a few things; fix uvec availability; include shaderobj.h instead of repeating the _mesa_new_shader prototype. v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc). Add an out_var convenience function (more feedback by Matt Turner). v5: Rework availability predicates for Lod functions. They were broken. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Enthusiastically-acked-by: Paul Berry <[email protected]>