| Commit message (Collapse) | Author | Age | Files | Lines |
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Check return value from hash_table_find before using it as a pointer
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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They were made unneccesary by the last commit.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This way, when someone modifies create_test_cases.py and forgets to
commit their changes again, people will notice.
v2: make sure we parse the right directories and check for existance the
right way.
v3 (Ken): Use $PYTHON2 instead of calling python directly.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In 088494aa (as well as other commits in the series) Paul Berry modified
the tests for lower_jumps to account for the fact that the s-expression
for the loop IR instruction changed from
(loop () () () () (statements...)) to (loop (statements...)), but he
forgot to update create_test_cases.py which he used to create the tests.
Fix that, so that now create_test_cases.py is synced with the generated
tests.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Make sure that we print the same number of digits when printing 0.0 as
any other floating-point number. This will make generating expected
output files for tests easier. To avoid breaking "make check," update
the generated tests for lower_jumps before the next commit which will
bring create_test_cases.py in line with them.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Makes things a little easier to read.
Reviewed-by: Ian Romanick <[email protected]>
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The call to get_variable_being_redeclared() may delete 'var' so we
can't reference var->name afterward. We fix that by examining the
var's name before making that call.
Fixes valgrind warnings and possible crash when running the piglit
tests/spec/glsl-1.30/execution/clipping/vs-clip-distance-in-param.shader_test
test (and probably others).
Cc: "10.1 10.2" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The M_PI*f macros used a preprocessor paste to append 'f'
to M_PI defines, which works if the values are only numbers
but breaks on OpenBSD where M_PI definitions have casts
and brackets to meet requirements of a future version of POSIX,
http://austingroupbugs.net/view.php?id=801
http://austingroupbugs.net/view.php?id=828
Simplify the M_PI*f macros by using casts directly in the defines
as suggested by Kenneth Graunke.
Cc: "10.2" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78665
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Jonathan Gray <[email protected]>
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That information misleads source code auditing tools to think that
ralloc itself is released under LGPL v3.
Instead, simply state talloc is not licensed under a permissive license.
v2: Use wording suggested by Kenneth.
Reviewed-by: Brian Paul <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Instead take the result from the first call and use it where needed.
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Both the ast->IR and linker have functions with this name, but different
behavior.
Rename the linker's version to var_counts_against_varying_limit to be
closer to what it is actually used for.
Suggested by Ian a while back.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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In an earlier incarnation of populate_consumer_input_sets and
get_matching_input, the consumer_inputs_with_locations array was indexed
using the user-specified location. In that version, only user-defined
varyings were included in the array.
In the current incarnation, the Mesa location is used to index the
array, and built-in varyings are included.
This change fixes the unit test to exepect gl_ClipDistance in the array,
and it resizes the arrays to actually be big enough. It's just dumb
luck that the existing piglit tests use small enough locations to not
stomp the stack. :(
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78258
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.2" <[email protected]>
Cc: Vinson Lee <[email protected]>
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Print out GL_ARB_explicit_attrib_location warnings only
when parsing attribute that uses "location" qualifier.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77245
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Cc: "10.1 10.2" <[email protected]>
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This can be called from locations that don't have a context pointer
handy. This patch also adds enough infrastructure so that the unit
tests for the GLSL compiler and the stand-alone compiler will build and
function.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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This allows them to be moved to .rodata, and allow us to be sure that they
will not be modified.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was a work-around to allow linking a program with only a fragment
shader in a GLES context. Now that we have GL_EXT_separate_shader_objects
in GLES contexts, we can just use that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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ARB, OES, then everything else. If there's ever a KHR shading language
extension, it should go between ARB and OES.
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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I don't know of any applications that actually use it. Now that Mesa
supports GL_ARB_separate_shader_objects in all drivers, this extension
is just cruft.
The entrypoints for the extension remain in the XML. This is done so
that a new libGL will continue to provide dispatch support for old
drivers that try to expose this extension.
Future patches will add OpenGL ES GL_EXT_separate_shader_objects, but
that's a different thing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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locations
This will be used for GL_ARB_separate_shader_objects. That extension
not only allows separable shaders to rendezvous by location, but it also
allows traditionally linked shaders to rendezvous by location. The spec
says:
36. How does the behavior of input/output interface matching differ
between separable programs and non-separable programs?
RESOLVED: The rules for matching individual variables or block
members between stages are identical for separable and
non-separable programs, with one exception -- matching variables
of different type with the same location, as discussed in issue
34, applies only to separable programs.
However, the ability to enforce matching requirements differs
between program types. In non-separable programs, both sides of
an interface are contained in the same linked program. In this
case, if the linker detects a mismatch, it will generate a link
error.
v2: Make sure consumer_inputs_with_locations is initialized when
consumer is NULL. Noticed by Chia-I.
v3: Rebase on removal of ir_variable::user_location.
v4: Replace a (stale) FINISHME with some good explanation comments from
Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Rebase on removal of ir_variable::user_location.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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When linking a separable program that contains only a fragment shader,
the producer will be NULL. Similar cases will exist with geometry
shaders and, eventually, tessellation shaders.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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While writing the link_varyings::single_interface_input test, I
discovered that populate_consumer_input_sets assumes that all shader
interface blocks have been lowered to discrete variables. Since there
is a pass that does this, it is a reasonable assumption. It was,
however, non-obvious. Make the code fail when it encounters such a
thing, and add a test to verify that behavior.
Signed-off-by: Ian Romanick <[email protected]>
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Four initial tests:
* Create an IR list with a single input variable and verify that
variable is the only thing in the hash tables.
* Same as the previous test, but use a built-in variable
(gl_ClipDistance) with an explicit location set.
* Create an IR list with a single input variable from an interface block
and verify that variable is the only thing in the hash tables.
* Create an IR list with a single input variable and a single input
variable from an interface block. Verify that each is the only thing
in the proper hash tables.
Signed-off-by: Ian Romanick <[email protected]>
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I want to make some changes to this code, but first I want to make some
unit tests for it... so that I can capture the pre- and
post-invariants. Pulling the code out into its own function in a
non-anonymous namespace enables that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Don't do anything with variables that have explicitly assigned
locations. This is also how built-in varyings are handled.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In February 2013 Paul unified the values used for shader stage outputs
and shader stage inputs. See commits 8a076c5f0^..eed6baf76. Since that
time, the location_base parameters are always VARYING_SLOT_VAR0.
Instead of passing that around, just hard code it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Link error conditions added in previous patch are equally applicable
to GL_ARB_fragment_coord_conventions implementation. Extension's spec
says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that program
that have a static use of gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must have
the same set of qualifiers."
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Section 4.3.8.1, page 39 of GLSL 1.50 spec says:
"Within any shader, the first redeclarations of gl_FragCoord
must appear before any use of gl_FragCoord."
GLSL compiler should generate an error in following case:
vec4 p = gl_FragCoord;
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch makes the glsl compiler to generate an error if we have a
fragment shader defined with conflicting layout qualifier declarations
for gl_FragCoord. For example:
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main()
{
}
V2: Some code refactoring for better readability.
Add compiler error conditions for redeclarations like:
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
and
in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
V3: Simplify function is_conflicting_fragcoord_redeclaration()
V4: Check for null pointer before doing strcmp(var->name, "gl_FragCoord").
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently overlapping locations of input variables are not allowed for all
the shader types in OpenGL and OpenGL ES.
From OpenGL ES 3.0 spec, page 56:
"Binding more than one attribute name to the same location is referred
to as aliasing, and is not permitted in OpenGL ES Shading Language
3.00 vertex shaders. LinkProgram will fail when this condition exists.
However, aliasing is possible in OpenGL ES Shading Language 1.00 vertex
shaders."
Taking in to account what different versions of OpenGL and OpenGL ES specs
say about aliasing:
- It is allowed only on vertex shader input attributes in OpenGL (2.0 and
above) and OpenGL ES 2.0.
- It is explictly disallowed in OpenGL ES 3.0.
Fixes Khronos CTS failing test:
explicit_attrib_location_vertex_input_aliased.test
See more details about this at below mentioned khronos bug.
V2: Fix the case where location exceeds the maximum allowed attribute
location.
V3: Simplify the condition added in V2.
Signed-off-by: Anuj Phogat <[email protected]>
Cc: "9.2 10.0 10.1" <[email protected]>
Bugzilla: Khronos #9609
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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bitfieldInsert takes scalar integers for its last two arguments. Since
bitfieldInsert is lowered on i965 to two instructions that have more
flexible arguments, I didn't notice when I wrote this.
Reviewed-by: Ilia Mirkin <[email protected]>
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Previously this was special-cased for VS and FS; it never got updated
when geometry shaders came along. Generalize using is_varying_var() so
this won't be broken again with tessellation.
Note that there are two copies of the logic for `invariant`: It can be
present as part of a new declaration, and also as a redeclaration of an
existing variable or block member.
Fixes the four new piglits:
spec/glsl-1.50/compiler/invariant-qualifier-*.geom
Note for stable: This won't quite pick cleanly due to whitespace and
state->target -> state->stage renames. Should be straightforward
adjustments though.
Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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As of 943b2d52bf5, layout(binding) on an atomic would fail the assertion
here.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Once the relevant branch has been identified do not iterate over the
instructions in the branch, do a linked list insertion instead to avoid the
loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently we can have name space collisions between blocks that define the same
fields. For example:
in block
{
vec4 Color;
} In[];
out block
{
vec4 Color;
} Out;
These two blocks will assign the same interface name (block.Color) to the Color
field in flatten_named_interface_blocks_declarations.cpp, leading to havoc.
This was breaking badly the gl-320-primitive-shading test from ogl-samples.
The patch uses the block instance name to avoid collisions, producing names
like block.In.Color and block.Out.Color to avoid the name clash.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76394
Reviewed-by: Kenneth Graunke <[email protected]>
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Notice our multiple values for M_PI_2, which rounded ...32 up to
...4 and ...5.
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