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* glsl: make _mesa_shader_stage_to_string() available to non-C++ code.Paul Berry2014-01-081-8/+7
| | | | | | | | 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 Berry2014-01-0817-148/+148
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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: Optimize pow(2, x) --> exp2(x).Kenneth Graunke2014-01-071-0/+11
| | | | | | | | | | | | | | | | | On Haswell, POW takes 24 cycles, while EXP2 only takes 14. Plus, using POW requires putting 2.0 in a register, while EXP2 doesn't. I believe that EXP2 will be faster than POW on basically all GPUs, so it makes sense to optimize it. Looking at the savage2 subset of shader-db: total instructions in shared programs: 113225 -> 113179 (-0.04%) instructions in affected programs: 2139 -> 2093 (-2.15%) instances of 'math pow': 795 -> 749 (-6.14%) instances of 'math exp': 389 -> 435 (11.8%) Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Refactor is_zero/one/negative_one into an is_value() method.Kenneth Graunke2014-01-072-68/+23
| | | | | | | | | | | | | | | This patch creates a new generic is_value() method, which checks if an ir_constant has a particular value. (For vectors, it must have the single value repeated across all components.) It then rewrites the is_zero/is_one/is_negative_one methods to use this generic helper. All three were basically identical except for the value they checked for. The other difference is that is_negative_one rejects boolean types. The new is_value function maintains this behavior, only allowing boolean types when checking for 0 or 1. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Optimize pow(1.0, X) --> 1.0.Kenneth Graunke2014-01-071-0/+6
| | | | | | | Surprisingly, this helps one vertex shader in 3DMMES. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: rename min(), max() functions to fix MSVC buildBrian Paul2014-01-063-7/+7
| | | | | | | | 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]>
* mesa: enable AMD_shader_trinary_minmaxMaxence Le Doré2014-01-061-1/+1
| | | | 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 min() and max() functions to builder.cppMaxence Le Doré2014-01-062-0/+13
| | | | 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: Add extension tracking for AMD_shader_trinary_minmaxMaxence Le Doré2014-01-063-0/+6
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glcpp: error on multiple #else/#elif directivesErik Faye-Lund2014-01-026-1/+51
| | | | | | | | | | | | | | | | | | | | | The preprocessor currently accepts multiple else/elif-groups per if-section. The GLSL-preprocessor is defined by the C++ specification, which defines the following parse-rule: if-section: if-group elif-groups(opt) else-group(opt) endif-line This clearly only allows a single else-group, that has to come after any elif-groups. So let's modify the code to follow the specification. Add test to prevent regressions. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Carl Worth <[email protected]> Cc: 10.0 <[email protected]>
* glcpp: Replace multi-line comment with a space (even as part of macro ↵Carl Worth2014-01-028-9/+48
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | definition) The preprocessor has always replaced multi-line comments with a single space character, (as required by the specification), but as of commit bd55ba568b301d0f764cd1ca015e84e1ae932c8b the lexer also emitted a NEWLINE token for each newline within the comment, (in order to preserve line numbers). The emitting of NEWLINE tokens within the comment broke the rule of "replace a multi-line comment with a single space" as could be exposed by code like the following: #define FOO a/* */b FOO Prior to commit bd55ba568b301d0f764cd1ca015e84e1ae932c8b, this code defined the macro FOO as "a b" as desired. Since that commit, this code instead defines FOO as "a" and leaves a stray "b" in the output. In this commit, we fix this by not emitting the NEWLINE tokens while lexing the comment, but instead merely counting them in the commented_newlines variable. Then, when the lexer next encounters a non-commented newline it switches to a NEWLINE_CATCHUP state to emit as many NEWLINE tokens as necessary (so that subsequent parsing stages still generate correct line numbers). Of course, it would have been more clear if we could have written a loop to emit all the newlines, but flex conventions prevent that, (we must use "return" for each token we emit). It similarly would have been clear to have a new rule restricted to the <NEWLINE_CATCHUP> state with an action much like the body of this if condition. The problem with that is that this rule must not consume any characters. It might be possible to write a rule that matches a single lookahead of any character, but then we would also need an additional rule to ensure for the <EOF> case where there are no additional characters available for the lookahead to match. Given those considerations, and given that the SKIP-state manipulation already involves a code block at the top of the lexer function, before any rules, it seems best to me to go with the implementation here which adds a similar pre-rule code block for the NEWLINE_CATCHUP. Finally, this commit also changes the expected output of a few, existing glcpp tests. The change here is that the space character resulting from the multi-line comment is now emitted before the newlines corresponding to that comment. (Previously, the newlines were emitted first, and the space character afterward.) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72686 Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Add a more descriptive comment for the SKIP state manipulationCarl Worth2014-01-021-5/+36
| | | | | | | | | | | | | | | | | | | Two things make this code confusing: 1. The uncharacteristic manipulation of lexer start state outside of flex rules. 2. The confusing semantics of the skip_stack (including the "lexing_if" override and the SKIP_NO_SKIP state). This new comment is intended to bring a bit more clarity for any readers. There is no intended beahvioral change to the code here. The actual code changes include better indentation to avoid an excessively-long line, and using the more descriptive INITIAL rather than 0. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix gl_type of usamplerCube built-in type.Paul Berry2013-12-301-1/+1
| | | | | | | I'm not aware of any piglit tests that this fixes, but the old code was obviously wrong. Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.Paul Berry2013-12-302-7/+14
| | | | | | | | | | | | | | | | | | | | | 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 Berry2013-12-302-15/+9
| | | | | | | 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 Berry2013-12-305-30/+30
| | | | | | | | | | | | 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]>
* Report that no function found if signature lookup is emptyKevin Rogovin2013-12-201-9/+16
| | | | | | | If no function signature is found for a function name, report that the function is not found instead of printing an empty list of candidates. Reviewed-by: Ian Romanick <[email protected]>
* Use line number information from entire function expressionKevin Rogovin2013-12-201-1/+1
| | | | | | | | | | | | This patch changes the error reporting behavior for incorrect function invocation (triggered by match_function_by_name() unable to find a matching function call) from using the line number information associated to the function name term to using the line number information of the entire function expression. Fixes bug #72264. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72264 Reviewed-by: Ian Romanick <[email protected]> Cc: "10.0" <[email protected]>
* glsl: Replace _mesa_glsl_parser_targets enum with gl_shader_type.Paul Berry2013-12-176-81/+75
| | | | | | These enums were redundant. Reviewed-by: Brian Paul <[email protected]>
* glsl: Don't return bad values from _mesa_shader_type_to_index.Paul Berry2013-12-171-1/+1
| | | | | | | | | | This will avoid compiler warnings in the patch that follows. There should be no user-visible effect because the change only affects the behaviour when an invalid enum is passed to _mesa_shader_type_to_index(), and that can only happen if there is a bug elsewhere in Mesa. Reviewed-by: Brian Paul <[email protected]>
* glsl: add gl_SampleMaskIn[] builtinChris Forbes2013-12-141-0/+4
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: modify ir_clone to use memcpyTapani Pälli2013-12-121-20/+3
| | | | | | | | Patch copies the whole data structure at once instead of assigning individual variables. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: move variables in to ir_variable::data, part IITapani Pälli2013-12-1222-357/+366
| | | | | | | | | | | | | 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 Pälli2013-12-1236-272/+273
| | | | | | | | | | 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 Pälli2013-12-1217-73/+81
| | | | | | | | 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/loops: Get rid of lower_bounded_loops and ir_loop::normative_bound.Paul Berry2013-12-0940-195/+35
| | | | | | | | Now that loop_controls no longer creates normatively bound loops, there is no need for ir_loop::normative_bound or the lower_bounded_loops pass. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Stop creating normatively bound loops in loop_controls.Paul Berry2013-12-093-20/+41
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, when loop_controls analyzed a loop and found that it had a fixed bound (known at compile time), it would remove all of the loop terminators and instead set the loop's normative_bound field to force the loop to execute the correct number of times. This made loop unrolling easy, but it had a serious disadvantage. Since most GPU's don't have a native mechanism for executing a loop a fixed number of times, in order to implement the normative bound, the back-ends would have to synthesize a new loop induction variable. As a result, many loops wound up having two induction variables instead of one. This caused extra register pressure and unnecessary instructions. This patch modifies loop_controls so that it doesn't set the loop's normative_bound anymore. Instead it leaves one of the terminators in the loop (the limiting terminator), so the back-end doesn't have to go to any extra work to ensure the loop terminates at the right time. This complicates loop unrolling slightly: when deciding whether a loop can be unrolled, we have to account for the presence of the limiting terminator. And when we do unroll the loop, we have to remove the limiting terminator first. For an example of how this results in more efficient back end code, consider the loop: for (int i = 0; i < 100; i++) { total += i; } Previous to this patch, on i965, this loop would compile down to this (vec4) native code: mov(8) g4<1>.xD 0D mov(8) g8<1>.xD 0D loop: cmp.ge.f0(8) null g8<4;4,1>.xD 100D (+f0) if(8) break(8) endif(8) add(8) g5<1>.xD g5<4;4,1>.xD g4<4;4,1>.xD add(8) g8<1>.xD g8<4;4,1>.xD 1D add(8) g4<1>.xD g4<4;4,1>.xD 1D while(8) loop (notice that both g8 and g4 are loop induction variables; one is used to terminate the loop, and the other is used to accumulate the total). After this patch, the same loop compiles to: mov(8) g4<1>.xD 0D loop: cmp.ge.f0(8) null g4<4;4,1>.xD 100D (+f0) if(8) break(8) endif(8) add(8) g5<1>.xD g5<4;4,1>.xD g4<4;4,1>.xD add(8) g4<1>.xD g4<4;4,1>.xD 1D while(8) loop Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Get rid of loop_variable_state::max_iterations.Paul Berry2013-12-093-38/+19
| | | | | | | | This value is now redundant with loop_variable_state::limiting_terminator->iterations and ir_loop::normative_bound. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Simplify loop unrolling logic by breaking into functions.Paul Berry2013-12-091-108/+184
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The old logic of loop_unroll_visitor::visit_leave(ir_loop *) was: heuristics to skip unrolling in various circumstances; if (loop contains more than one jump) return; else if (loop contains one jump) { if (the jump is an unconditional "break" at the end of the loop) { remove the break and set iteration count to 1; fall through to simple loop unrolling code; } else { for (each "if" statement in the loop body) see if the jump is a "break" at the end of one of its forks; if (the "break" wasn't found) return; splice the remainder of the loop into the other fork of the "if"; remove the "break"; complex loop unrolling code; return; } } simple loop unrolling code; return; These tasks have been moved to their own functions: - splice the remainder of the loop into the other fork of the "if" - simple loop unrolling code - complex loop unrolling code And the logic has been flattened to: heuristics to skip unrolling in various circumstances; if (loop contains more than one jump) return; if (loop contains no jumps) { simple loop unroll; return; } if (the jump is an unconditional "break" at the end of the loop) { remove the break; simple loop unroll with iteration count of 1; return; } for (each "if" statement in the loop body) { if (the jump is a "break" at the end of one of its forks) { splice the remainder of the loop into the other fork of the "if"; remove the "break"; complex loop unroll; return; } } This will make it easier to modify the loop unrolling algorithm in a future patch. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Move some analysis from loop_controls to loop_analysis.Paul Berry2013-12-093-80/+125
| | | | | | | | | | | | | | | | | | | | Previously, the sole responsibility of loop_analysis was to find all the variables referenced in the loop that are either loop constant or induction variables, and find all of the simple if statements that might terminate the loop. The remainder of the analysis necessary to determine how many times a loop executed was performed by loop_controls. This patch makes loop_analysis also responsible for determining the number of iterations after which each loop terminator will terminate the loop, and for figuring out which terminator will terminate the loop first (I'm calling this the "limiting terminator"). This will allow loop unrolling to make use of information that was previously only visible from loop_controls, namely the identity of the limiting terminator. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Allocate loop_terminator using new(mem_ctx) syntax.Paul Berry2013-12-091-1/+1
| | | | | | | | Patches to follow will introduce code into the loop_terminator constructor. Allocating loop_terminator using new(mem_ctx) syntax will ensure that the constructor runs. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Remove unnecessary list walk from loop_control_visitor.Paul Berry2013-12-092-33/+39
| | | | | | | | | | | When loop_control_visitor::visit_leave(ir_loop *) is analyzing a loop terminator that acts on a certain ir_variable, it doesn't need to walk the list of induction variables to find the loop_variable entry corresponding to the variable. It can just look it up in the loop_variable_state hashtable and verify that the loop_variable entry represents an induction variable. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: Remove unused fields iv_scale and biv from loop_variable class.Paul Berry2013-12-092-12/+4
| | | | | | | | | These fields were part of some planned optimizations that never materialized. Remove them for now to simplify things; if we ever get round to adding the optimizations that would require them, we can always re-introduce them. Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: replace loop controls with a normative bound.Paul Berry2013-12-0942-239/+88
| | | | | | | | | | | | | | This patch replaces the ir_loop fields "from", "to", "increment", "counter", and "cmp" with a single integer ("normative_bound") that serves the same purpose. I've used the name "normative_bound" to emphasize the fact that the back-end is required to emit code to prevent the loop from running more than normative_bound times. (By contrast, an "informative" bound would be a bound that is informational only). Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl/loops: consolidate bounded loop handling into a lowering pass.Paul Berry2013-12-093-0/+119
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, all of the back-ends (ir_to_mesa, st_glsl_to_tgsi, and the i965 fs and vec4 visitors) had nearly identical logic for handling bounded loops. This replaces the duplicate logic with an equivalent lowering pass that is used by all the back-ends. Note: on i965, there is a slight increase in instruction count. For example, a loop like this: for (int i = 0; i < 100; i++) { total += i; } would previously compile down to this (vec4) native code: mov(8) g4<1>.xD 0D mov(8) g8<1>.xD 0D loop: cmp.ge.f0(8) null g8<4;4,1>.xD 100D (+f0) break(8) add(8) g5<1>.xD g5<4;4,1>.xD g4<4;4,1>.xD add(8) g8<1>.xD g8<4;4,1>.xD 1D add(8) g4<1>.xD g4<4;4,1>.xD 1D while(8) loop After this patch, the "(+f0) break(8)" turns into: (+f0) if(8) break(8) endif(8) because the back-end isn't smart enough to recognize that "if (condition) break;" can be done using a conditional break instruction. However, it should be relatively easy for a future peephole optimization to properly optimize this. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: In loop analysis, handle unconditional second assignment.Paul Berry2013-12-091-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, loop analysis would set this->conditional_or_nested_assignment based on the most recently visited assignment to the variable. As a result, if a vaiable was assigned to more than once in a loop, the flag might be set incorrectly. For example, in a loop like this: int x; for (int i = 0; i < 3; i++) { if (i == 0) x = 10; ... x = 20; ... } loop analysis would have incorrectly concluded that all assignments to x were unconditional. In practice this was a benign bug, because conditional_or_nested_assignment is only used to disqualify variables from being considered as loop induction variables or loop constant variables, and having multiple assignments also disqualifies a variable from being considered as either of those things. Still, we should get the analysis correct to avoid future confusion. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix handling of function calls inside nested loops.Paul Berry2013-12-091-7/+7
| | | | | | | | | | | | | | | | | | | | | Previously, when visiting an ir_call, loop analysis would only mark the innermost enclosing loop as containing a call. As a result, when encountering a loop like this: for (i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { foo(); } } it would incorrectly conclude that the outer loop ran three times. (This is not certain; if foo() modifies i, then the outer loop might run more or fewer times). Fixes piglit test "vs-call-in-nested-loop.shader_test". Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix loop analysis of nested loops.Paul Berry2013-12-092-17/+29
| | | | | | | | | | | | | | | | | | | | Previously, when visiting a variable dereference, loop analysis would only consider its effect on the innermost enclosing loop. As a result, when encountering a loop like this: for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { ... i = 2; } } it would incorrectly conclude that the outer loop ran three times. Fixes piglit test "vs-inner-loop-modifies-outer-loop-var.shader_test". Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Extract functions from loop_analysis::visit(ir_dereference_variable *).Paul Berry2013-12-092-25/+71
| | | | | | | This function is about to get more complex. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Populate gl_fragment_program::IsSample bitfieldChris Forbes2013-12-071-1/+4
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: Put `sample`-qualified varyings in their own packing classesChris Forbes2013-12-071-1/+1
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: Add ir support for `sample` qualifier; adjust compiler and linkerChris Forbes2013-12-0713-4/+60
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: Add frontend support for `sample` auxiliary storage qualifierChris Forbes2013-12-075-4/+13
| | | | | Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: Don't emit empty declaration warning for a struct specifierIan Romanick2013-12-061-1/+1
| | | | | | | | | | | | | | | | | The intention is that things like int; will generate a warning. However, we were also accidentally emitting the same warning for things like struct Foo { int x; }; Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68838 Reviewed-by: Kenneth Graunke <[email protected]> Cc: Aras Pranckevicius <[email protected]> Cc: "9.2 10.0" <[email protected]>
* glsl: Use fabs() on floating point values.Matt Turner2013-12-041-2/+2
| | | | Reviewed-by: Kenneth Graunke <[email protected]>