| Commit message (Collapse) | Author | Age | Files | Lines |
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Note that GLSL 1.00 is selected using "#version 100", so "#version 100
es" is prohibited.
v2: Check for GLES3 before allowing '#version 300 es'
v3: Make sure a correct language_version is set in
_mesa_glsl_parse_state::process_version_directive.
Signed-off-by: Paul Berry <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Version directive handling is going to have to be used within two
parser rules, one for desktop-style version directives (e.g. "#version
130") and one for the new ES-style version directive (e.g. "#version
300 es"), so this patch moves it to a function that can be called from
both rules.
No functional change.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This patch turns on the following features for GLSL ES 3.00:
- Array constructors, whole array assignment, and array comparisons.
- Second and third operands of ?: may be arrays.
- Use of "in" and "out" qualifiers on globals.
- Bitwise and modulus operators.
- Integral vertex shader inputs.
- Range-checking of literal integers.
- array.length method.
- Function calls may be constant expressions.
- Integral varyings must be qualified with "flat".
- Interpolation and centroid qualifiers may not be applied to vertex
shader inputs.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Previous to this patch, we were not very consistent about the errors
we generate when a shader tried to use a feature that is prohibited in
the current GLSL version. Some error messages failed to mention the
GLSL version currently in use (or did so inaccurately), and some error
messages failed to mention the first GLSL version in which the given
feature is allowed.
This patch reworks all of the error checks to use the check_version()
function, which produces error messages in a standard form
(approximately "$FEATURE forbidden in $CURRENT_GLSL_VERSION
($REQUIRED_GLSL_VERSION required).").
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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With the advent of GLSL 3.00 ES, the version checks we perform in the
GLSL compiler (to determine which language features are present) will
become more complicated. To reduce the complexity, this patch adds
functions check_version() and is_version() to _mesa_glsl_parse_state.
These functions take two version numbers: a desktop GLSL version and a
GLSL ES version, and return a boolean indicating whether the GLSL
version being compiled is at least the required version. So, for
example, is_version(130, 300) returns true if the GLSL version being
compiled is at least desktop GLSL 1.30 or GLSL 3.00.
The check_version() function additionally produces an error message if
the version check fails, informing the user of which GLSL version(s)
support the given feature.
[v2, idr]: Add PRINTFLIKE annotation to the new method. The numbering of th
parameters is correct because GCC is silly.
[v3, idr]: Fix copy-and-paste error in the comment before
_mesa_glsl_parse_state::is_version. Noticed by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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Fixes a bug where version_string would be left uninitialized if no
GLSL "#version" directive was used.
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This will be useful in generating more helpful error messages,
especially with the addition of GLSL 3.00 ES support.
[v2, idr]: Rename ctx parameter to mem_ctx
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Acked-by: Carl Worth <[email protected]>
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This adds all the new builtins + the new sampler types,
and hooks them up if the extension is supported.
v2: fix missing signatures for grad/lod
fix missing textureSize clarifications
fix compare vs starts with usage
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This symbol with dricore escapes into the namespace, its too generic,
we should prefix it with something just to be nice.
Should be applied to stable + 9.0
Acked-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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To silence an MSVC compiler warning about class vs. struct.
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously, we advertised the extension but the builtin functions
were enabled only for GLSL and not for ES.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=52003
Signed-off-by: Tomeu Vizoso <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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I ended up having to add rallocing of the ast_type_qualifier in order
to avoid pulling in ast.h for glsl_parser_extras.h, because I wanted
to track an ast_type_qualifier in the state.
Fixes piglit ARB_uniform_buffer_object/row-major.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The previous implementation required a flag in _mesa_glsl_parse_state
and line of code to initialize it for every version of the shading
language we intend to support. As we look to add 150, 330, 400, 410,
420, and beyond, this gets rather unwieldy.
This patch retains the switch statement (to reject, say, #version 111),
but removes all the bits. Code to check for ctx->API == API_OPENGL_CORE
could easily be added to the 110 and 120 cases to reject those.
v2: Use _mesa_is_desktop_gl to preserve the existing behavior in the
presence of the new API_OPENGL_CORE enumeration.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
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We're going to need this structure to cross-validate the uniform
blocks between shader stages, since unused ir_variables might get
dropped. It's also the place we store the RowMajor qualifier, which
is not part of the GLSL type (since that would cause a bunch of type
equality checks to fail).
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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That adds support for activating the extension. It doesn't actually
*do* anything yet, of course.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes piglit switch-case-duplicated.vert.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
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The error message I chose matches gcc's error. Fixes piglit
switch-case-duplicated.vert.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
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This stuffs them all in a struct for sanity. Fixes piglit
glsl-1.30/execution/switch/fs-uniform-nested.
NOTE: This is a candidate for the 8.0 branch.
Reviewed-by: Ian Romanick <[email protected]>
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Up until now modifying the GLSL compiler has been pretty straightforward.
This is where things get interesting. But still pretty straightforward.
Switch statements can be thought of a series of if/then/else statements.
Case labels are compared with the value of a test expression and the case
statements are executed if the comparison is true.
There are a couple of aspects of switch statements that complicate this simple
view of the world. The primary one is that cases can fall through sequentially
to subsequent case, unless a break statement is encountered, in which case,
the switch statement exits completely.
But break handling is further complicated by the fact that a break statement
can impact the exit of a loop. Thus, we need to coordinate break processing
between switch statements and loop statements.
The code generated by a switch statement maintains three temporary state
variables:
int test_value;
bool is_fallthru;
bool is_break;
test_value is initialized to the value of the test expression at the head of
the switch statement. This is the value that case labels are compared against.
is_fallthru is used to sequentially fall through to subsequent cases and is
initialized to false. When a case label matches the test expression, this
state variable is set to true. It will also be forced to false if a break
statement has been encountered. This forcing to false on break MUST be
after every case test. In practice, we defer that forcing to immediately after
the last case comparison prior to executing a case statement, but that is
an optimization.
is_break is used to indicate that a break statement has been executed and is
initialized to false. When a break statement is encountered, it is set to true.
This state variable is then used to conditionally force is_fallthru to to false
to prevent subsequent case statements from executing.
Code generation for break statements depends on whether the break statement is
inside a switch statement or inside a loop statement. If it inside a loop
statement is inside a break statement, the same code as before gets generated.
But if a switch statement is inside a loop statement, code is emitted to set
the is_break state to true.
Just as ASTs for loop statements are managed in a stack-like
manner to handle nesting, we also add a bool to capture the innermost switch
or loop condition. Note that we still need to maintain a loop AST stack to
properly handle for-loop code generation on a continue statement. Technically,
we don't (yet) need a switch AST stack, but I am using one for orthogonality
with loop statements, in anticipation of future use. Note that a simple
boolean stack would have sufficed.
We will illustrate a switch statement with its analogous conditional code that
a switch statement corresponds to by examining an example.
Consider the following switch statement:
switch (42) {
case 0:
case 1:
gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
case 2:
case 3:
gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
break;
case 4:
default:
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
Note that case 0 and case 1 fall through to cases 2 and 3 if they occur.
Note that case 4 and the default case must be reached explicitly, since cases
2 and 3 break at the end of their case.
Finally, note that case 4 and the default case don't break but simply fall
through to the end of the switch.
For this code, the equivalent code can be expressed as:
int test_val = 42; // capture value of test expression
bool is_fallthru = false; // prevent initial fall through
bool is_break = false; // capture the execution of a break stmt
is_fallthru |= (test_val == 0); // enable fallthru on case 0
is_fallthru |= (test_val == 1); // enable fallthru on case 1
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0);
}
is_fallthru |= (test_val == 2); // enable fallthru on case 2
is_fallthru |= (test_val == 3); // enable fallthru on case 3
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0);
is_break = true; // inhibit all subsequent fallthru for break
}
is_fallthru |= (test_val == 4); // enable fallthru on case 4
is_fallthru = true; // enable fallthru for default case
is_fallthru &= !is_break; // inhibit fallthru on previous break
if (is_fallthru) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
The code generate for |= and &= uses the conditional assignment capabilities
of the IR.
Reviewed-by: Kenneth Graunke <[email protected]>
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This extension introduces a new sampler type: samplerExternalOES.
texture2D (and texture2DProj) can be used to do a texture look up in an
external texture.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Jakob Bornecrantz <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It's the same as GL_AMD_conservative_depth. The specs have slight
differences in wording, but don't differ in content or behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
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The ast-to-hir conversion needs to emit function signatures in two
circumstances: when a function declaration (or definition) is
encountered, and when a built-in function is encountered.
To avoid emitting a function signature in an illegal place (such as
inside a function), emit_function() checked whether we were inside a
function definition, and if so, emitted the signature before the
function definition.
However, this didn't cover the case of emitting function signatures
for built-in functions when those built-in functions are called from
inside the constant integer expression that specifies the length of a
global array. This failed because when processing an array length, we
are emitting IR into a dummy exec_list (see process_array_type() in
ast_to_hir.cpp). process_array_type() later checks (via an assertion)
that no instructions were emitted to the dummy exec_list, based on the
reasonable assumption that we shouldn't need to emit instructions to
calculate the value of a constant.
This patch changes emit_function() so that it emits function
signatures at toplevel in all cases.
This partially fixes bug 38625
(https://bugs.freedesktop.org/show_bug.cgi?id=38625). The remainder
of the fix is in the patch that follows.
Reviewed-by: Kenneth Graunke <[email protected]>
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These were previously 1-bit-wide bitfields. Changing them to bools
has a negligible performance impact, and allows them to be accessed by
offset as well as by direct structure access.
NOTE: This is a candidate for the 7.10 and 7.11 branches.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Tested-by: Marek Olšák <[email protected]>
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It's just an alias of the ARB variant with some GLSL compiler changes.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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At least MSVC sees a distinction between foo() and foo(void) and warns
about it.
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Previously we'd happily compile GLSL 1.30 shaders on any driver. We'd
also happily compile GLSL 1.10 and 1.20 shaders in an ES2 context.
This has been a long standing FINISHME in the compiler.
NOTE: This is a candidate for the 7.9 and 7.10 branches
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When AMD_conservative_depth is enabled:
* Let 'layout' be a token.
* Extend the production rule of layout_qualifier_id to process the tokens:
depth_any
depth_greater
depth_less
depth_unchanged
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Conflicts:
src/gallium/auxiliary/draw/draw_llvm.c
src/gallium/drivers/llvmpipe/lp_state_fs.c
src/glsl/ir_set_program_inouts.cpp
src/mesa/tnl/t_vb_program.c
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Previously the 'STDGL invariant(all)' pragma added in GLSL 1.20 was
simply ignored by the compiler. This adds support for setting all
variable invariant.
In GLSL 1.10 and GLSL ES 1.00 the pragma is ignored, per the specs,
but a warning is generated.
Fixes piglit test glsl-invariant-pragma and bugzilla #31925.
NOTE: This is a candidate for the 7.9 and 7.10 branches.
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This adds proper support for the GL_ARB_shader_stencil_export extension
to the GLSL compiler. Thanks to Ian for pointing out where I need to add things.
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Only layout(location=#) is supported. Setting the index requires GLSL
1.30 and GL_ARB_blend_func_extended.
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Also define it if #version 100 is encountered.
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As it was, the header could not be cleanly #included by a C source.
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Hooray, we can valgrind again without adding suppressions. This also
adds an interface for use by an implementation of
glReleaseShaderCompiler().
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Fixes:
glsl1-for-loop with continue
Bug #29097
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This is an invasive set of changes. Each user shader tracks a set of other
shaders that contain built-in functions. During compilation, function
prototypes are imported from these shaders. During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
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