| Commit message (Collapse) | Author | Age | Files | Lines |
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Most of the time it is not necessary to perform type inference to
compile GLSL; the type of every expression can be inferred from the
contents of the expression itself (and previous type declarations).
The exception is aggregate initializers: their type is determined by
the LHS of the variable being assigned to. For example, in the
statement:
mat2 foo = { { 1, 2 }, { 3, 4 } };
the type of { 1, 2 } is only known to be vec2 (as opposed to, say,
ivec2, uvec2, int[2], or a struct) because of the fact that the result
is being assigned to a mat2.
Previous to this patch, we handled this situation by doing some type
inference during parsing: when parsing a declaration like the one
above, we would call _mesa_set_aggregate_type(), which would infer the
type of each aggregate initializer and store it in the corresponding
ast_aggregate_initializer::constructor_type field. Since this
happened at parse time, we couldn't do the type inference using
glsl_type objects; we had to use ast_type_specifiers, which are much
more awkward to work with. Things are about to get more complicated
when we add support for ARB_arrays_of_arrays.
This patch simplifies things by postponing the call to
_mesa_set_aggregate_type() until ast-to-hir time, when we have access
to glsl_type objects. As a side benefit, we only need to have one
call to _mesa_set_aggregate_type() now, instead of six.
Reviewed-by: Matt Turner <[email protected]>
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Rather than maintain separately named arrays and counts for vertex,
geometry, and fragment shaders, just maintain these as arrays indexed
by the gl_shader_type enum.
v2: When there is neither a vertex nor a geometry shader, set
prog->LastClipDistanceArraySize = 0, and clarify that the values is
not used.
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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total instructions in shared programs: 1498191 -> 1487051 (-0.74%)
instructions in affected programs: 669388 -> 658248 (-1.66%)
GAINED: 1
LOST: 0
Reviewed-by: Matt Turner <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Reduces vertex shader instruction counts in DOTA2 by 6.42%, L4D2 by
4.61%, and CS:GO by 5.71%.
total instructions in shared programs: 1500153 -> 1498191 (-0.13%)
instructions in affected programs: 59919 -> 57957 (-3.27%)
Reviewed-by: Ian Romanick <[email protected]>
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Only implemented for ir_swizzles currently, but perhaps will be useful
for other IR types in the future.
Reviewed-by: Ian Romanick <[email protected]>
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This flag was really just a proxy for determining whether the backend
was vector (AOS) or scalar (SOA). It will be used to apply a future
optimization only for vector backends.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Unnamed record types are assigned to separate types per stage, e.g. if
uniform struct { ... } a;
is defined in both vertex and fragment shader, two separate types will
result with different names. When linking the shader, this results in a
type conflict. However, there is no reason why this should not be
allowed according to GLSL specifications. Compare and match record types
when linking shader stages to avoid this conflict.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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v2 (idr): Fix copy-and-paste bug... s/LAYER/VIEWPORT/
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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These can't use foreach_list since they want to skip over the first few
list elements. Just doing the ad-hoc list walking isn't too bad.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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When handling function calls, we often want to walk through the list of
formal parameters and list of actual parameters at the same time.
(Both are guaranteed to be the same length.)
Previously, we used a pattern of:
exec_list_iterator 1st_iter = <1st list>.iterator();
foreach_iter(exec_list_iterator, 2nd_iter, <2nd list>) {
...
1st_iter.next();
}
This was awkward, since you had to manually iterate through one of
the two lists.
This patch introduces a foreach_two_lists macro which safely walks
through two lists at the same time, so you can simply do:
foreach_two_lists(1st_node, <1st list>, 2nd_node, <2nd list>) {
...
}
v2: Rename macro from foreach_list2 to foreach_two_lists, as suggested
by Ian Romanick.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Formal function parameters are always ir_variable objects, not an
arbitrary ir_instruction. So there's no need to dynamically cast here.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A function call's parameters are always rvalues. ir_rvalue may not
always be a subclass of ir_instruction in the future, so we should use
the right one.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In these cases, we edit the list (or at least might be), so we use the
foreach_list_safe variant.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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foreach_iter and exec_list_iterators have been deprecated for some time now;
we just hadn't ever bothered to convert code to the newer foreach_list
and foreach_list_safe macros.
In these cases, we aren't editing the list, so we can use foreach_list
rather than foreach_list_safe.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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MSVC 2013 version of math.h includes an fma() function.
Cc: "10.0" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This fixes the following compile error:
src\glsl\ir_constant_expression.cpp(1405) : error C2666: 'copysign' : 3
overloads have similar conversions
Cc: "10.0" <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename "shaderType" param of is_varying_var() to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename "target" param to "stage".
Reviewed-by: Brian Paul <[email protected]>
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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]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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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]>
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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]>
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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]>
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Surprisingly, this helps one vertex shader in 3DMMES.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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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]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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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]>
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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]>
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I'm not aware of any piglit tests that this fixes, but the old code
was obviously wrong.
Reviewed-by: Kenneth Graunke <[email protected]>
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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]>
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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]>
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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]>
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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]>
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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]>
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