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* glsl: OpenGLES GLSL 3.1 precision qualifiers ordering rulesJordan Justen2015-10-311-2/+4
| | | | | | | | | The OpenGLES GLSL 3.1 specification uses the precision qualifier ordering rules from ARB_shading_language_420pack. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]>
* glsl: Add compute shader builtin variables for OpenGLES 3.1Jordan Justen2015-10-311-1/+1
| | | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]>
* glsl: set image access qualifiers for AoATimothy Arceri2015-10-311-28/+49
| | | | Reviewed-by: Francisco Jerez <[email protected]>
* nir: add shader_clock intrinsicEmil Velikov2015-10-302-0/+14
| | | | | | | | | | | | v2: Add flags and inline comment/description. v3: None of the input/outputs are variables v4: Drop clockARB reference, relate code motion barrier comment wrt intrinsic flag. v5: Drop the "thus we can eliminate..." comment (Connor) Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Connor Abbott <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: add support for the clock2x32ARB functionEmil Velikov2015-10-301-0/+43
| | | | | | | v2: correctly set the return type Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: add ARB_shader_clock infrastructureEmil Velikov2015-10-303-0/+6
| | | | | Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: add fragdata arrays to program resource listTapani Pälli2015-10-291-0/+29
| | | | | | | | | | | | | | | This makes sure that user is still able to query properties about variables that have gotten removed by opt_dead_builtin_varyings pass. Fixes following OpenGL ES 3.1 test: ES31-CTS.program_interface_query.output-layout No Piglit regressions. v2: cleanup, drop extra parenthesis (Topi) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]>
* mesa: add fragdata_arrays list to gl_shaderTapani Pälli2015-10-291-16/+26
| | | | | | | | | | | | | This is required to store information about fragdata arrays, currently these variables get lost and cannot be retrieved later in sensible way for program interface queries. List will be utilized by next patch. Patch also modifies opt_dead_builtin_varyings pass to build list when lowering fragdata arrays. This is identical approach as taken with packed varyings pass. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]>
* glsl: fix GL_BUFFER_DATA_SIZE value for shader storage blocks with unsize arraysSamuel Iglesias Gonsalvez2015-10-291-3/+19
| | | | | | | | | | | | | | | | | | | | | | | | | | | From ARB_program_interface_query: "For the property of BUFFER_DATA_SIZE, then the implementation-dependent minimum total buffer object size, in basic machine units, required to hold all active variables associated with an active uniform block, shader storage block, or atomic counter buffer is written to <params>. If the final member of an active shader storage block is array with no declared size, the minimum buffer size is computed assuming the array was declared as an array with one element." Fixes the following dEQP-GLES31 tests: dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.named_block dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.unnamed_block dEQP-GLES31.functional.program_interface_query.shader_storage_block.buffer_data_size.block_array v2: - Fix comment's indentation and explain that the parser already checked that unsized array is in last element of a shader storage block (Iago). - Add assert (Iago). Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: Mark gl_ViewportIndex and gl_Layer varyings as flat.Kenneth Graunke2015-10-281-12/+25
| | | | | | | | | Integer varyings need to be flat qualified - all others were already. I think we just missed this. Presumably some hardware passes this via sideband and ignores attribute interpolation, so no one has noticed. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* nir: Copy "patch" flag from ir_variable to nir_variable.Kenneth Graunke2015-10-283-2/+5
| | | | | | | This was introduced in GLSL IR after NIR development had branched. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* nir: Add intrinsics for tessellation shader system values.Kenneth Graunke2015-10-282-7/+14
| | | | | | | | | | | | | | | | nir_intrinsic_load_patch_vertices_in corresponds to gl_PatchVerticesIn, a special input in both the TCS and TES stages. nir_intrinsic_load_tess_coord corresponds to gl_TessCoord, a special tessellation evaluation shader input. nir_intrinsic_load_tess_level_outer/inner correspond to the gl_TessLevelOuter[] and gl_TessLevelInner[] evaluation shader inputs, which we treat as system values because they're stored specially. (These intrinsics are only for the TES - the TCS uses output variables.) Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: Convert TES gl_PatchVerticesIn into a constant when using a TCS.Kenneth Graunke2015-10-261-0/+16
| | | | | | | | | | | | When a TCS is present, the TES input gl_PatchVerticesIn is actually a constant - it's simply the # of output vertices specified by the TCS layout qualifiers. So, we can replace the system value with a constant, which may allow further optimization, and will likely be more efficient. If the TCS is absent, we can't do this optimization. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* glsl: keep track of intra-stage indices for atomicsTimothy Arceri2015-10-274-12/+62
| | | | | | | | | | | | | | | This is more optimal as it means we no longer have to upload the same set of ABO surfaces to all stages in the program. This also fixes a bug where since commit c0cd5b var->data.binding was being used as a replacement for atomic buffer index, but they don't have to be the same value they just happened to end up the same when binding is 0. Reviewed-by: Francisco Jerez <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Cc: Ilia Mirkin <[email protected]> Cc: Alejandro Piñeiro <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90175
* nir: Add opcodes for saturated vector math.Eric Anholt2015-10-232-0/+51
| | | | | | | | | This corresponds to instructions used on vc4 for its blending inside of shaders. I've seen these opcodes on other architectures before, but I think it's the first time these are needed in Mesa. v2: Rename to 'u' instead of 'i', since they're all 'u'norm (from review by jekstrand)
* glsl: fix shader storage block member rules when adding program resourcesSamuel Iglesias Gonsalvez2015-10-231-6/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Commit f24e5e did not take into account arrays of named shader storage blocks. Fixes 20 dEQP-GLES31.functional.ssbo.* tests: dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.shared_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.packed_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std140_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std430_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.shared_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.packed_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std140_instance_array dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std430_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.shared_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.packed_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std140_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std430_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.shared_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.packed_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std140_instance_array dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std430_instance_array dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.2 dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.29 dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.33 dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.3 V2: - Rename some variables (Timothy) Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: remove excess location qualifier validationTimothy Arceri2015-10-231-48/+22
| | | | | | | | | Location has never been able to be a negative value because it has always been validated in the parser. Also the linker doesn't check for negatives like the comment claims. Reviewed-by: Tapani Pälli <[email protected]>
* nir: Constify nir_gs_count_verticesJason Ekstrand2015-10-212-2/+2
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* nir/info: Add more information about geometry shadersJason Ekstrand2015-10-212-0/+16
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: check for arrays of arrays when assigning explicit locationsTimothy Arceri2015-10-211-1/+2
| | | | | | | | This fixes assigning explicit locations in the CTS test: ES31-CTS.explicit_uniform_location.uniform-loc-arrays-of-arrays Reviewed-by: Tapani Pälli <[email protected]>
* glsl: add is_array_of_arrays() helperTimothy Arceri2015-10-211-0/+5
| | | | | | As suggested by Ian Romanick Reviewed-by: Tapani Pälli <[email protected]>
* glsl: Fix bad indentation in bit_logic_result_type().Kenneth Graunke2015-10-201-47/+47
| | | | | | | | The first level of indentation was using 4 spaces. Mesa uses 3. Trivial. Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: add AoA support to subroutinesTimothy Arceri2015-10-212-6/+39
| | | | | | | | | | | | | | | process_parameters() will now be called earlier because we need actual_parameters processed earlier so we can use it with match_subroutine_by_name() to get the subroutine variable, we need to do this inside the recursive function generate_array_index() because we can't create the ir_dereference_array() until we have gotten to the outermost array. For the remainder of the array dimensions the type doesn't matter so we can just use the existing _mesa_ast_array_index_to_hir() function to process the ast. Reviewed-by: Dave Airlie <[email protected]>
* glsl: fix record type detection in explicit location assignTapani Pälli2015-10-211-1/+1
| | | | | | | | | | | | | Check current_var directly instead of using the passed in record_type. This fixes following failing CTS test: ES31-CTS.explicit_uniform_location.uniform-loc-types-structs No Piglit regressions. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: do not try to reserve explicit locations for buffer variablesTapani Pälli2015-10-211-2/+2
| | | | | | | | Explicit locations are only used with uniform variables. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: skip buffer variables when filling UniformRemapTableTapani Pälli2015-10-211-2/+5
| | | | | | | | | | UniformRemapTable is used only for remapping user specified uniform locations to driver internally used ones, shader storage buffer variables should not utilize uniform locations. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* mesa: replace UsesClipDistance with ClipDistanceArraySizeMarek Olšák2015-10-202-22/+20
| | | | | | | This is more practical and needed by gallium. Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glsl: fix stream qualifier for blocks with an instance nameTimothy Arceri2015-10-203-22/+16
| | | | | | | | | | This also removes the validation from the parser as it is not required and once arb_enhanced_layouts comes along we wont be able to do validation on the stream qualifier in the parser anyway as it adds constant expression support to the stream qualifier. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Cc: 11.0 <[email protected]>
* glsl: fix regression when building interface field name for SSBOsTimothy Arceri2015-10-201-0/+2
| | | | | | | | | Fixes regression cased by bb5aeb854915ba67abc56257f830d002c956439e We don't care about the swizzle when building the name so just skip over it. Tested-by: Markus Wick <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* nir/info: Add a few bits of info for fragment shadersJason Ekstrand2015-10-192-0/+23
| | | | Reviewed-by: Topi Pohjolainen <[email protected]>
* nir/info: Add compute shader local size to nir_shader_infoJason Ekstrand2015-10-192-0/+12
| | | | Reviewed-by: Topi Pohjolainen <[email protected]>
* nir/info: Move the GS info into a stage-specific info unionJason Ekstrand2015-10-192-8/+18
| | | | | | | | This way we can have other stage-specific info without consuming too much extra space. While we're at it, we make sure that the geometry info is only set if we're actually a goemetry shader. Reviewed-by: Topi Pohjolainen <[email protected]>
* mesa: Move gl_frag_depth_layout from mtypes.h to shader_enums.hJason Ekstrand2015-10-191-0/+17
| | | | Reviewed-by: Topi Pohjolainen <[email protected]>
* nir: Add a label to nir_shader_infoJason Ekstrand2015-10-193-0/+7
| | | | Reviewed-by: Topi Pohjolainen <[email protected]>
* scons: Build nir/glsl_types.cpp once.Jose Fonseca2015-10-191-1/+6
| | | | | | | | | | | | Undoes early hacks, and ensures nir/glsl_types.cpp is built once, and only once. The root problem is that SCons doesn't know about NIR nor any source file in the NIR_FILES source list. Tested with libgl-gdi and libgl-xlib scons targets. Reviewed-by: Brian Paul <[email protected]>
* glsl: fix segfault when indirect indexing a buffer variable which is an arraySamuel Iglesias Gonsalvez2015-10-191-1/+2
| | | | | | | Fixes a regression added by bb5aeb854915ba67abc56257f830d002c956439e. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* build: fix make-check after a6a6a71Rob Clark2015-10-171-0/+5
| | | | | | | | | | | | | commit a6a6a71092ba912803ae2b47eb56e3afdf36feb5 Author: Rob Clark <[email protected]> AuthorDate: Sat Oct 10 14:13:50 2015 -0400 glsl: (mostly) remove libglsl_util Was a bit too ambitious on removal of libglsl_util.. it is still needed by some of the tests. Signed-off-by: Rob Clark <[email protected]>
* glsl: (mostly) remove libglsl_utilRob Clark2015-10-161-6/+0
| | | | | | | | | | | Now that NIR does not depend on glsl, we can (mostly[*]) get rid of the libglsl_util hack. [*] glsl_compiler is the one remaining user of libglsl_util Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* nir: remove dependency on glslRob Clark2015-10-167-6/+5
| | | | | | | | | | | | | | | Move glsl_types into NIR, now that the dependency on glsl_symbol_table has been split out. Possibly makes sense to rename things at this point, but if we do that I'd like to keep it split out into a separate patch to make git history easier to follow (IMHO). v2: fix android build v3: I f***ing hate scons.. but at least it builds Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* glsl: move half<->float convertion to utilRob Clark2015-10-163-0/+3
| | | | | | | | Needed in NIR too, so move out of mesa/main/imports.c Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* glsl: move builtin vector types to glsl_types.cppRob Clark2015-10-162-3/+15
| | | | | | | | | | | First step at untangling NIR's dependency on glsl_types without bringing in the dependency on glsl_symbol_table. The builtin types are now in glsl_types (which will end up in NIR), but adding them to the symbol- table stays in builtin_types.cpp (which will not be part of NIR). Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* glsl: couple shader_enums cleanupsRob Clark2015-10-162-0/+15
| | | | | | | | | | | | Add missing enum to gl_system_value_name() and move VARYING_SLOT_MAX / FRAG_RESULT_MAX / etc into shader_enums.h as suggested by Emil. v2: add STATIC_ASSERT()'s Reported-by: Emil Velikov <[email protected]> Acked-by: Emil Velikov <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Rob Clark <[email protected]>
* glsl: initialise record array count to 1Timothy Arceri2015-10-171-0/+1
| | | | | | | | | This was only being done in one of the two process methods. Fixes an issue with samplers using the array size of a previous record. Tested-by: Marek Olšák <[email protected]> Cc: Jason Ekstrand <[email protected]>
* nir: add atomic lowering support for AoATimothy Arceri2015-10-171-10/+12
| | | | | Cc: Francisco Jerez <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* nir: wrapper for glsl_type arrays_of_arrays_size()Timothy Arceri2015-10-172-0/+8
| | | | | Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: silence warning about unhandled ast_unsized_array_dim case in switchBrian Paul2015-10-161-0/+3
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* glsl: fix check SSBOs support for builtin functionsSamuel Iglesias Gonsalvez2015-10-161-1/+1
| | | | | | | | | | | | | | | | has_shader_storage_buffer_objects() returns true also if the OpenGL context is 4.30 or ES 3.1. Previously, we were saying that all atomic*() GLSL builtin functions for SSBOs were not available when OpenGL ES 3.1 context was in use. Fixes 48 dEQP-GLES31 tests: dEQP-GLES31.functional.ssbo.atomic.* Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* nir: Get the number of SSBOs and UBOs rightIago Toral Quiroga2015-10-161-2/+2
| | | | | | | | | | | Before d31f98a272e429d and 56e2bdbca36a20 we had a sigle index space for UBOs and SSBOs, so NumBufferInterfaceBlocks would contain the combined number of blocks, not just one kind. This means that for shader programs using both UBOs and SSBOs, we were setting num_ssbos and num_ubos to a larger number than we should. Since the above commits we have separate index spaces for each so we can just get the right numbers. Reviewed-by: Jason Ekstrand <[email protected]>
* nir/glsl: Use shader_prog->Name for naming the NIR shaderJason Ekstrand2015-10-151-1/+1
| | | | | | | This has the better name to use. Aparently, sh->Name is usually 0. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Neil Roberts <[email protected]>
* nir: Add helpers for creating variables and adding them to listsJason Ekstrand2015-10-153-34/+92
| | | | Reviewed-by: Iago Toral Quiroga <[email protected]>