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* mesa: Use gl_shader::Stage instead of gl_shader::Type where possible.Paul Berry2014-01-081-8/+8
| | | | | | | | | | | | | | | | | | | | | This reduces confusion since gl_shader::Type is sometimes GL_SHADER_PROGRAM_MESA but is more frequently GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that when switching on gl_shader::Stage, the compiler will alert if one of the possible enum types is unhandled. Finally, many functions in src/glsl (especially those dealing with linking) already use gl_shader_stage to represent pipeline stages; using gl_shader::Stage in those functions avoids the need for a conversion. Note: in the process I changed _mesa_write_shader_to_file() so that if it encounters an unexpected shader stage, it will use a file suffix of "????" rather than "geom". Reviewed-by: Brian Paul <[email protected]> v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects." Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Clean up nomenclature for pipeline stages.Paul Berry2014-01-081-31/+31
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.Paul Berry2013-12-301-4/+10
| | | | | | | | | | | | | | | | | | | | | This patch replaces the following pattern: foo bar[MESA_SHADER_TYPES] = { ... }; With: foo bar[] = { ... }; STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES); This way, when a new shader type is added in a future version of Mesa, we will get a compile error to remind us that the array needs to be updated. Reviewed-by: Brian Paul <[email protected]>
* glsl: Remove extraneous shader_type argument from analyze_clip_usage().Paul Berry2013-12-301-4/+5
| | | | | | | | This argument was carrying the name of the shader target (as a string). We can get this just as easily by calling _mesa_shader_enum_to_string(). Reviewed-by: Brian Paul <[email protected]>
* glsl: Get rid of hardcoded arrays of shader target names.Paul Berry2013-12-301-10/+6
| | | | | | | We already have a function for converting a shader type index to a string: _mesa_shader_type_to_string(). Reviewed-by: Brian Paul <[email protected]>
* Rename overloads of _mesa_glsl_shader_target_name().Paul Berry2013-12-301-1/+1
| | | | | | | | | | | | Previously, _mesa_glsl_shader_target_name() had an overload for GLenum and an overload for the gl_shader_type enum, each of which behaved differently. However, since GLenum is a synonym for unsigned int, and unsigned ints are often used in place of gl_shader_type (e.g. in loop indices), there was a big risk of calling the wrong overload by mistake. This patch gives the two overloads different names so that it's always clear which one we mean to call. Reviewed-by: Brian Paul <[email protected]>
* glsl: move variables in to ir_variable::data, part IITapani Pälli2013-12-121-46/+47
| | | | | | | | | | | | | This patch moves following bitfields and variables to the data structure: explicit_location, explicit_index, explicit_binding, has_initializer, is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray, from_named_ifc_block_array, depth_layout, location, index, binding, max_array_access, atomic Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: move variables in to ir_variable::data, part ITapani Pälli2013-12-121-14/+14
| | | | | | | | | | This patch moves following bitfields in to the data structure: used, assigned, how_declared, mode, interpolation, origin_upper_left, pixel_center_integer Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: introduce data section to ir_variableTapani Pälli2013-12-121-3/+3
| | | | | | | | Data section helps serialization and cloning of a ir_variable. This patch includes the helper bits used for read only ir_variables. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add ir support for `sample` qualifier; adjust compiler and linkerChris Forbes2013-12-071-0/+6
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: Simplify the built-in function linking code.Kenneth Graunke2013-12-011-20/+22
| | | | | | | | | | | | | | | | | | 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/linker: Validate IR just before reparenting.Paul Berry2013-11-261-0/+5
| | | | | | | | | | | | | | | | | If reparent_ir() is called on invalid IR, then there's a danger that it will fail to reparent all of the necessary nodes. For example, if the IR contains an ir_dereference_variable which refers to an ir_variable that's not in the tree, that ir_variable won't get reparented, resulting in subtle use-after-free bugs once the non-reparented nodes are freed. (This is exactly what happened in the bug fixed by the previous commit). This patch makes this kind of bug far easier to track down, by transforming it from a use-after-free bug into an explicit IR validation error. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix interstage uniform interface block link error detection.Paul Berry2013-11-211-2/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we checked for interstage uniform interface block link errors in validate_interstage_interface_blocks(), which is only called on pairs of adjacent shader stages. Therefore, we failed to detect uniform interface block mismatches between non-adjacent shader stages. Before the introduction of geometry shaders, this wasn't a problem, because the only supported shader stages were vertex and fragment shaders, therefore they were always adjacent. However, now that we allow a program to contain vertex, geometry, and fragment shaders, that is no longer the case. Fixes piglit test "skip-stage-uniform-block-array-size-mismatch". Cc: "10.0" <[email protected]> v2: Rename validate_interstage_interface_blocks() to validate_interstage_inout_blocks() to reflect the fact that it no longer validates uniform blocks. Reviewed-by: Jordan Justen <[email protected]> v3: Make validate_interstage_inout_blocks() skip uniform blocks. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Linker support for ARB_shader_atomic_counters.Francisco Jerez2013-11-071-1/+20
| | | | | | | | | | | | | | | v2: Add comments on the purpose of the auxiliary data structures. Check for atomic counter overlaps. Use the contains_atomic() convenience method. Add static assert with the number of expected shader stages. v3: Don't resize atomic arrays. v4: Add comment on the reason why we don't resize atomic counter arrays. Use 'strcmp(...) == 0' instead of '!strcmp(...)'. v5 (idr): Don't use STL in the linker. Signed-off-by: Francisco Jerez <[email protected]> Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Make mode_string function globally availableIan Romanick2013-10-301-23/+0
| | | | | | | | | | | | | | | | | | I made this a function (instead of a method of ir_variable) because it made the change set smaller, and I expect that there will be an overload that takes an ir_var_mode enum. Having both functions used the same way seemed better. v2: Add missing case for ir_var_system_value. v3: Change the ir_var_mode_count case to just break. Move the assertion and the return outside the switch-statment. In the unlikely event that var->mode is an invalid value other than ir_var_mode_count, the assertion will still fire, and in release builds we won't wind up returning a garbage pointer. Suggested by Paul. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add check for unsized arrays to glsl typesTimothy Arceri2013-10-281-2/+2
| | | | | | | | | | | | | | | | | | | | The main purpose of this patch is to increase readability of the array code by introducing is_unsized_array() to glsl_types. Some redundent is_array() checks are also removed, and small number of other related clean ups. The introduction of is_unsized_array() should also make the ARB_arrays_of_arrays code simpler and more readable when it arrives. V2: Also replace code that checks for unsized arrays directly with the length variable Signed-off-by: Timothy Arceri <[email protected]> v3 (Paul Berry <[email protected]>): clean up formatting. Separate whitespace cleanups to their own patch. Reviewed-by: Paul Berry <[email protected]>
* glsl/gs: Fix transform feedback of gl_ClipDistance.Paul Berry2013-10-241-0/+2
| | | | | | | | | | | | | | | | | | | | | | Since gl_ClipDistance is lowered from an array of floats to an array of vec4's during compilation, transform feedback has special logic to keep track of the pre-lowered array size so that attempting to perform transform feedback on gl_ClipDistance produces a result with the correct size. Previously, this special logic always consulted the vertex shader's size for gl_ClipDistance. This patch fixes it so that it uses the geometry shader's size for gl_ClipDistance when a geometry shader is in use. Fixes piglit test spec/glsl-1.50/transform-feedback-type-and-size. v2: Change the type of LastClipDistanceArraySize to "unsigned", and clarify the comment above it. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Simplify the interface to link_invalidate_variable_locationsIan Romanick2013-10-221-24/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | The unit tests added in the previous commits prove some things about the state of some internal data structures. The most important of these is that all built-in input and output variables have explicit_location set. This means that link_invalidate_variable_locations doesn't need to know the range of non-generic shader inputs or outputs. It can simply reset location state depending on whether explicit_location is set. There are two additional assumptions that were already implicit in the code that comments now document. - ir_variable::is_unmatched_generic_inout is only used by the linker when connecting outputs from one shader stage to inputs of another shader stage. - Any varying that has explicit_location set must be a built-in. This will be true until GL_ARB_separate_shader_objects is supported. As a result, the input_base and output_base parameters to link_invalidate_variable_locations are no longer necessary, and the code for resetting locations and setting is_unmatched_generic_inout can be simplified. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Modify interface to link_invalidate_variable_locationsIan Romanick2013-10-221-5/+5
| | | | | | | | | | | This will make it easier to unit test this function in successive patches. Also, correct the prototype in linker.h. It was... wrong. v2: Split the interface change from adding the unit tests. Suggested by Paul. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl/linker: Allow mixing of desktop GLSL versions.Paul Berry2013-10-211-7/+3
| | | | | | | | | | | | | | | | | | | | | | | | | Previously, Mesa followed the linkage rules outlined in the GLSL 1.20-1.40 specs, which (collectively) said that GLSL versions 1.10 and 1.20 could be linked together, but no other versions could be linked. In GLSL 4.30, the linkage rules were relaxed so that any two desktop GLSL versions can be linked together. This change was made because it reflected the behaviour of nearly all existing implementations (see Khronos bug 8463). Mesa was one of the few (perhaps the only) exceptions to prohibit cross-linking of some GLSL versions. Since the GLSL linkage rules were deliberately relaxed in order to match the behaviour of existing implementations, it seems appropriate to relax the rules in Mesa too (even though Mesa doesn't support GLSL 4.30 yet). Note that linking ES and desktop shaders is still prohibited, as is linking ES shaders having different GLSL versions. Fixes piglit tests "shaders/version-mixing {interstage,intrastage}". Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Modify array_sizing_visitor to handle unnamed interface blocks.Paul Berry2013-10-091-0/+86
| | | | | | | | | | | | | | | | | | | We were already setting the array size of unsized arrays that appeared inside unnamed interface blocks, but we weren't updating ir_variable::interface_type to reflect the new array size, causing bogus link errors. This patch causes array_sizing_visitor to keep track of all the unnamed interface types it sees, and the ir_variables corresponding to each one. After the visitor runs, a new function, fixup_unnamed_interface_types(), adjusts each unnamed interface type to correctly correspond with the array sizes in the ir_variables. Fixes piglit tests: - spec/glsl-1.50/execution/unsized-in-unnamed-interface-block-gs - spec/glsl-1.50/execution/unsized-in-unnamed-interface-block-multiple Reviewed-by: Jordan Justen <[email protected]>
* glsl/linker: Modify array_sizing_visitor to handle named interface blocks.Paul Berry2013-10-091-6/+71
| | | | | | | | | | | | | | | | | Unsized arrays appearing inside named interface blocks now get a proper size assigned by the array_sizing_visitor. Fixes piglit tests: - spec/glsl-1.50/execution/unsized-in-named-interface-block - spec/glsl-1.50/execution/unsized-in-named-interface-block-gs - spec/glsl-1.50/linker/unsized-in-named-interface-block - spec/glsl-1.50/linker/unsized-in-named-interface-block-gs - spec/glsl-1.50/linker/unsized-in-unnamed-interface-block-gs (*) (*) is fixed by dumb luck--support for unsized arrays in unnamed interface blocks will come in a later patch. Reviewed-by: Jordan Justen <[email protected]>
* glsl: Count shader inputs and outputs separatelyIan Romanick2013-10-071-1/+3
| | | | | | | | | | | | Starting with OpenGL 3.2 input limits and output limits for stages may not match. This means they need to be accounted separately. No piglit regressions. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Hide many classes local to individual .cpp files in anon namespaces.Eric Anholt2013-09-231-0/+3
| | | | | | | | 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: During linking, record whether a GS uses EndPrimitive().Paul Berry2013-09-111-0/+31
| | | | | | | | | This information will be useful in the i965 back end, since we can save some compilation effort if we know from the outset that the shader never calls EndPrimitive(). Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Pass _mesa_glsl_parse_state into matching_signature and such.Kenneth Graunke2013-09-091-2/+2
| | | | | | | | | | | | | | | | | | | | | | | During compilation, we'll use this to determine built-in availability. The plan is to have a single shader containing every built-in in every version of the language, but filter out the ones that aren't actually available to the shader being compiled. At link time, we don't actually need this filtering capability: we've already imported prototypes for every built-in that the shader actually calls, and they're flagged as is_builtin(). The linker doesn't import any additional prototypes, so it won't pull in any unavailable built-ins. When resolving prototypes to function definitions, the linker ensures the values of is_builtin() match, which means that a shader can't trick the linker into importing the body of an unavailable built-in by defining a suspiciously similar prototype. In other words, during linking, we can just pass in NULL. It will work out fine. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Convert ir_function_signature::is_builtin to a method.Kenneth Graunke2013-09-091-2/+2
| | | | | | | | | | | A signature is a built-in if and only if builtin_info != NULL, so we don't actually need a separate flag bit. Making a boolean-valued method allows existing code to ask the same question while not worrying about the internal representation. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.Paul Berry2013-08-231-29/+53
| | | | | | | | | | | | | | | | | | | | | | | | | | | This patch extracts the following logic from validate_vertex_shader_executable(): (a) Generate an error if the shader writes to both gl_ClipDistance and gl_ClipVertex. (b) Record whether the shader writes to gl_ClipDistance in gl_shader_program for use by the back-end. (c) Record the size of gl_ClipDistance in gl_shader_program for use by transform feedback logic. And moves it into a function that is shared between vertex and geometry shaders. Strictly speaking we only need to have shared logic for (b) and (c) right now (since (a) only matters in compatibility contexts, and we're only implementing geometry shaders in core contexts right now). But the three are closely related enough that it seems sensible to keep them together. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: don't eliminate texcoords that can be set by GL_COORD_REPLACEMarek Olšák2013-08-181-3/+3
| | | | | | | | | Tested by examining generated TGSI shaders from piglit/glsl-routing. Cc: [email protected] Reviewed-by: Henri Verbeet <[email protected]> Tested-by: Henri Verbeet <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix NULL pointer dereferences when linking fails.Kenneth Graunke2013-08-021-8/+5
| | | | | | | | | | | | | | | Commit 7cfefe6965d50 introduced a check for whether linked->Type equals GL_GEOMETRY_SHADER. However, linked may be NULL due to an earlier error condition. Since the entire function after the error path is (or should be) guarded by linked != NULL checks, we may as well just return early and remove the checks. Fixes crashes in 9 Piglit tests. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Implement rules for geometry shader input sizes.Paul Berry2013-08-011-0/+81
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec contains some tricky rules for how the sizes of geometry shader input arrays are related to the input layout specification. In essence, those rules boil down to the following: - If an input array declaration does not specify a size, and it follows an input layout declaration, it is sized according to the input layout. - If an input layout declaration follows an input array declaration that didn't specify a size, the input array declaration is given a size at the time the input layout declaration appears. - All input layout declarations and input array sizes must ultimately match. Inconsistencies are reported as soon as they are detected, at compile time if the inconsistency is within one compilation unit, otherwise at link time. - At least one compilation unit must contain an input layout declaration. (Note: the geom_array_resize_visitor class was contributed by Bryan Cain <[email protected]>.) Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Cross-validate GS layout qualifiers while intrastage linking.Eric Anholt2013-08-011-0/+96
| | | | | | | | | | | This gets piglit's geometry-basic test running. TODO: Still need to validate that the GS layout qualifiers don't get used in places they shouldn't (like an interface block, or a particular shader input or output) Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Fail to link geometry shader without vertex shader.Fabian Bieler2013-08-011-0/+8
| | | | | | | | | | | From section 2.15 (Geometry Shaders) the OpenGL 3.2 spec: A program object that includes a geometry shader must also include a vertex shader; otherwise a link error will occur. Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Properly pack GS input varyings.Paul Berry2013-08-011-2/+5
| | | | | | | | Since geometry shader inputs are arrays (where the array index indicates which vertex is being examined), varying packing needs to treat them differently. Reviewed-by: Ian Romanick <[email protected]>
* glsl: support compilation of geometry shadersBryan Cain2013-08-011-4/+50
| | | | | | | | | | | | | | | | | | | | | | | | | | | This commit adds all of the parsing and semantics for GLSL 150 style geometry shaders. v2 (Paul Berry <[email protected]>): Add a few missing calls to get_pipeline_stage(). Fix some signed/unsigned comparison warnings. Fix handling of NULL consumer in assign_varying_locations(). v3 (Bryan Cain <[email protected]>): fix indexing order of 2D arrays. Also, allow interpolation qualifiers in geometry shaders. v4 (Paul Berry <[email protected]>): Eliminate get_pipeline_stage()--it is no longer needed thanks to 030ca23 (mesa: renumber shader indices according to their placement in pipeline). Remove 2D stuff. Move vertices_per_prim() to ir.h, so that it will be accessible from outside the linker. Remove inject_num_vertices_visitor. Rework for GLSL 1.50. Reviewed-by: Ian Romanick <[email protected]> v5 (Paul Berry <[email protected]>): Split out do_set_program_inouts() argument refactoring to a separate patch. Move geom_array_resizing_visitor to later in the series. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Make separate allocations to track vertex and fragment shaders.Paul Berry2013-08-011-2/+4
| | | | | | | | There's no reason to be clever about this. By making separate allocations for vertex and fragment shaders, we'll allow geometry shaders to be added without introducing any complication. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/linker: Make update_array_sizes apply to just uniforms.Paul Berry2013-08-011-3/+1
| | | | | | | | | | | | | | | | | | | | Commit 586b4b5 (glsl: Also update implicit sizes of varyings at link time) extended update_array_sizes() to apply to both uniforms and shader ins/outs. However, doing creates problems for geometry shaders, because update_array_sizes() assumes that variables with matching names in different parts of the pipeline should have the same sizes. With the addition of geometry shaders, this is no longer true (e.g. both vertex and geometry shaders have a gl_ClipDistance output variable, but there's no reason these variables should have the same sizes). The original reason for commit 586b4b5 (avoid problems with gl_TexCoord being 0 length) has since been addressed by commit 6f53921 (linker: Ensure that unsized arrays have a size after linking). So go ahead and switch update_array_sizes() back to only acting on uniforms. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* Move count_attribute_slots() out of the linker and into glsl_type.Paul Berry2013-08-011-36/+1
| | | | | | | | | | | | | Our previous justification for leaving this function out of glsl_type was that it implemented counting rules that were specific to GLSL 1.50. However, these counting rules also describe the number of varying slots that Mesa will assign to a varying in the absence of varying packing. That's useful to be able to compute from outside of the linker code (a future patch will use it from ir_set_program_inouts.cpp). So go ahead and move it to glsl_type. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Use a consistent technique for tracking link success/failure.Paul Berry2013-07-301-61/+56
| | | | | | | | | | | | | | | | | | This patch changes link_shaders() so that it sets prog->LinkStatus to true when it starts, and then relies on linker_error() to set it to false if a link failure occurs. Previously, link_shaders() would set prog->LinkStatus to true halfway through its execution; as a result, linker functions that executed during the first half of link_shaders() would have to do their own success/failure tracking; if they didn't, then calling linker_error() would add an error message to the log, but not cause the link to fail. Since it wasn't always obvious from looking at a linker function whether it was called before or after link_shaders() set prog->LinkStatus to true, this carried a high risk of bugs. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add error message for intrastage interface block mismatch.Paul Berry2013-07-301-1/+2
| | | | | | | | Previously we failed to link (which is correct), but we did not output an error message, which could have been confusing for users. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Remove bogus check on return value of link_uniform_blocks().Paul Berry2013-07-301-4/+2
| | | | | | | | | | | | | | | | A comment in link_intrastage_shaders(), and an if-test that followed it, seemed to indicate that link_uniform_blocks() would return a negative value in the event of an error. But this is not the case--all error checking has already been performed by validate_intrastage_interface_blocks(), and link_uniform_blocks() can only return unsigned values. So get rid of the if-test and change the return type of link_intrastage_shaders() to clarify that it can only return unsigned values. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Cross-validate explicit binding points.Kenneth Graunke2013-07-181-0/+19
| | | | | | | | | | All compilation units need to agree on the binding point, if they specify one at all. v2: Use binding, not constant_value. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl/linker: Use correct array length when linking inter-stage uniforms and ↵Fabian Bieler2013-07-181-1/+1
| | | | | | | | varyings. Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Fabian Bieler <[email protected]>
* glsl/linker: eliminate unused and set-but-unused built-in varyingsMarek Olšák2013-07-021-2/+11
| | | | | | | | | | | | | This eliminates built-in varyings such as gl_Color, gl_SecondaryColor, gl_TexCoord, and gl_FogFragCoord if they are unused by the next stage or not written at all (e.g. gl_TexCoord elements). The gl_TexCoord array is broken down into separate vec4s if needed. v2: - use a switch statement in varying_info_visitor::visit(ir_variable*) - use snprintf - disable the optimization for GLES2 Reviewed-by: Ian Romanick <[email protected]>
* glsl/linker: check against varying limit after unused varyings are eliminatedMarek Olšák2013-07-021-0/+4
| | | | | | | We counted even the varyings which were later eliminated, which was suboptimal. Reviewed-by: Ian Romanick <[email protected]>
* glsl/linker: link shaders in the opposite order (from fragment to vertex)Marek Olšák2013-07-021-50/+58
| | | | | | | | | | | | | | This ensures that inter-shader outputs and inputs are properly eliminated across 3 or more shader stages. The behavior is unchanged with 2 or less shader stages. For example, elimination of unused FS inputs causes elimination of matching GS outputs, which causes elimination of the GS inputs that were needed for evaluation of the eliminated GS outputs, which causes elimination of matching VS outputs. An unused FS input is all that's needed to trigger this chain reaction. Reviewed-by: Ian Romanick <[email protected]>
* mesa: renumber shader indices according to their placement in pipelineMarek Olšák2013-07-021-8/+8
| | | | | | | | | See my explanation in mtypes.h. v2: don't do this in gallium v3: also updated the comment at the gl_shader_type definition Reviewed-by: Ian Romanick <[email protected]>
* mesa: Use shared code for converting shader targets to short strings.Eric Anholt2013-06-211-2/+2
| | | | | | | | We were duplicating this code all over the place, and they all would need updating for the next set of shader targets. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Fix uniform buffer object counting.Eric Anholt2013-06-061-2/+23
| | | | | | | | | | | | | | | | | | | | We were counting uniforms located in UBOs against the default uniform block limit, while not doing any counting against the specific combined limit. Note that I couldn't quite find justification for the way I did this, but I think it's the only sensible thing: The spec talks about components, so each "float" in a std140 block would count as 1 component and a "vec4" would count as 4, though they occupy the same amount of space. Since GPU limits on uniform buffer loads are surely going to be about the size of the blocks, I just counted them that way. Fixes link failures in piglit arb_uniform_buffer_object/maxuniformblocksize when ported to geometry shaders on Paul's GS branch, since in that case the max block size is bigger than the default uniform block component limit. Reviewed-by: Ian Romanick <[email protected]>
* glsl linker: compare interface blocks during interstage linkingKenneth Graunke2013-05-231-0/+6
| | | | | | | | | | | | Verify that interface blocks match when linking separate shader stages into a program. Fixes piglit glsl-1.50 tests: * linker/interface-blocks-vs-fs-member-count-mismatch.shader_test * linker/interface-blocks-vs-fs-member-order-mismatch.shader_test Signed-off-by: Kenneth Graunke <[email protected]> Signed-off-by: Jordan Justen <[email protected]>