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* mesa/cs: Implement MAX_COMPUTE_WORK_GROUP_INVOCATIONS constant.Paul Berry2014-02-052-0/+2
| | | | | | | | Reviewed-by: Matt Turner <[email protected]> v2: Use CONTEXT_INT rather than CONTEXT_ENUM. Reviewed-by: Jordan Justen <[email protected]>
* mesa/cs: Implement MAX_COMPUTE_WORK_GROUP_SIZE constant.Paul Berry2014-02-055-0/+40
| | | | | | | | v2: Document that the 3-element array MaxComputeWorkGroupSize is indexed by dimension. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
* glsl/cs: update main.cpp to use the ".comp" extension for compute shaders.Paul Berry2014-02-051-0/+2
| | | | Reviewed-by: Matt Turner <[email protected]>
* glsl/cs: Populate default values for ctx->Const.Program[MESA_SHADER_COMPUTE].Paul Berry2014-02-052-0/+8
| | | | Reviewed-by: Matt Turner <[email protected]>
* mesa/cs: Add a MESA_SHADER_COMPUTE stage and update switch statements.Paul Berry2014-02-053-0/+28
| | | | | | | | | This patch adds MESA_SHADER_COMPUTE to the gl_shader_stage enum. Also, where it is trivial to do so, it adds a compute shader case to switch statements that switch based on the type of shader. This avoids "unhandled switch case" compiler warnings. Reviewed-by: Matt Turner <[email protected]>
* glsl/cs: Change some linker loops to use MESA_SHADER_FRAGMENT as a bound.Paul Berry2014-02-051-4/+4
| | | | | | | | | Linker loops that iterate through all the stages in the pipeline need to use MESA_SHADER_FRAGMENT as a bound, so that we can add an additional MESA_SHADER_COMPUTE stage, without it being erroneously included in the pipeline. Reviewed-by: Matt Turner <[email protected]>
* mesa/cs: Add extension enable flags for ARB_compute_shader.Paul Berry2014-02-054-0/+7
| | | | Reviewed-by: Matt Turner <[email protected]>
* glsl: Fix continue statements in do-while loops.Paul Berry2014-02-041-9/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From the GLSL 4.40 spec, section 6.4 (Jumps): The continue jump is used only in loops. It skips the remainder of the body of the inner most loop of which it is inside. For while and do-while loops, this jump is to the next evaluation of the loop condition-expression from which the loop continues as previously defined. Previously, we incorrectly treated a "continue" statement as jumping to the top of a do-while loop. This patch fixes the problem by replicating the loop condition when converting the "continue" statement to IR. (We already do a similar thing in "for" loops, to ensure that "continue" causes the loop expression to be executed). Fixes piglit tests: - glsl-fs-continue-inside-do-while.shader_test - glsl-vs-continue-inside-do-while.shader_test - glsl-fs-continue-in-switch-in-do-while.shader_test - glsl-vs-continue-in-switch-in-do-while.shader_test Cc: [email protected] Acked-by: Carl Worth <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Make condition_to_hir() callable from outside ast_iteration_statement.Paul Berry2014-02-042-7/+6
| | | | | | | | | | | | | | | | In addition to making it public, we also need to change its first argument from an ir_loop * to an exec_list *, so that it can be used to insert the condition anywhere in the IR (rather than just in the body of the loop). This will be necessary in order to make continue statements work properly in do-while loops. Cc: [email protected] Acked-by: Carl Worth <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Expand non-expr & non-swizzle scalar rvalues in vectorizing.Matt Turner2014-01-311-6/+8
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* glcpp: Reject #version after the version has been resolved.Matt Turner2014-01-311-0/+6
| | | | | | Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74166 Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Carl Worth <[email protected]>
* glcpp: Rename the variable used to enable debugging.Carl Worth2014-01-311-1/+1
| | | | | | | | The -p option we now use when calling bison means that this variable will be named glcpp_parser_debug not yydebug. This was not caught when the -p option was added because this variable isn't used in the code as committed. (I prefer the declaration to remain since it allows a developer to easily find this variable name to enable debugging.)
* glcpp: Add "make check" test for comment-parsing bugCarl Worth2014-01-312-0/+5
| | | | | | | This is the innocent-looking but killer test case to verify the bug fixed in the preceding commit. Reviewed-by: Jordan Justen <[email protected]>
* glcpp: Don't enter lexer's NEWLINE_CATCHUP start state for single-line commentsCarl Worth2014-01-311-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In commit 6005e9cb28 a new start state of NEWLINE_CATCHUP was added to the lexer. This start state is used whenever the lexer is emitting a NEWLINE token to emit additional NEWLINE tokens for any newline characters that were skipped by an immediately preceding multi-line comment. However, that commit erroneously entered the NEWLINE_CATCHUP state for single-line comments. This is not desired since in the case of a single-line comment, the lexer is not emitting any NEWLINE token. The result is that the lexer will remain in the NEWLINE_CATCHUP state and proceed to fail to emit a NEWLINE token for the subsequent newline character, (since the case to match \n expects only the INITIAL start state). The fix is quite simple, remove the "BEGIN NEWLINE_CATCHUP" code from the single-line comment case, (preserving it only in exactly the cases where the lexer is actually emitting a NEWLINE token). Many thanks to Petri Latvala for reporting this bug and for providing the minimal test case to exercise it. The bug showed up only with a multi-line comment which was followed immediately by a single-line comment (without any intervening newline), such as: /* */ // Kablam! Since 6005e9cb28, and before this commit, that very innocent-looking combination of comments would yield a parse failure in the compiler. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=72686 Reviewed-by: Jordan Justen <[email protected]>
* glsl: s/_NDEBUG/NDEBUG/Emil Velikov2014-01-291-1/+1
| | | | | | | | | The former symbol is never defined within mesa. Based on the code it seems that the original intent was to use NDEBUG. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Avoid combining statements from different basic blocks.Matt Turner2014-01-271-0/+35
| | | | | Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74113 Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Set proper swizzle when a channel is missing in vectorizing.Matt Turner2014-01-271-4/+13
| | | | | | | | | | | | | | | | | | | Previously, for example if the x channel was missing from a series of assignments we were attempting to vectorize, the wrong swizzle mask would be applied. a.y = b.y; a.z = b.z; a.w = b.w; would be incorrectly transformed into a.yzw = b.xyz; Fixes two transform feedback tests in the ES3 conformance suite. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73978 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73954 Reviewed-by: Ian Romanick <[email protected]>
* glsl: Use bitfieldInsert in ldexp() lowering.Matt Turner2014-01-271-4/+10
| | | | | | Shaves a few instructions off of lowered ldexp(). Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add constant evaluation of ir_binop_bfm.Matt Turner2014-01-271-0/+17
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Resolve implicit GLSL version to 100 if the API is ES.Matt Turner2014-01-274-5/+16
| | | | | | | | | | Fixes a regression since b2d1c579 where ES shaders without a #version declaration would fail to compile if their precision declaration was wrapped in the standard #ifdef GL_ES check. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74066 Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Check version_resolved in the proper place.Matt Turner2014-01-273-13/+13
| | | | | | | | | | | | | | | | | | The check was in the wrong place, such that if a shader incorrectly put a preprocessor token before the #version declaration, the version would be resolved twice, leading to a segmentation fault when attempting to redefine the __VERSION__ macro. #extension GL_ARB_sample_shading: require #version 130 void main() {} Also, rename glcpp_parser_resolve_version to glcpp_parser_resolve_implicit_version to avoid confusion. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Carl Worth <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Make sure GL_AMD_shader_trinary_minmax is definedIan Romanick2014-01-271-3/+2
| | | | | | | | | | | The define was only available if gl_extensions::AMD_shader_trinary_minmax was set, but no driver set it. Since the extension is advertised by default, remove that field too. Signed-off-by: Ian Romanick <[email protected]> Cc: Maxence Le Doré <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Simplify built-in generator functions for min3/max3/mid3.Kenneth Graunke2014-01-241-77/+60
| | | | | | | | | The type of all three parameters are identical, so we don't need to specify it three times. The predicate is always identical too, so we don't need to make it a parameter, either. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix chained assignments of vector channels.Kenneth Graunke2014-01-241-1/+19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Simple shaders such as: void splat(vec2 v, float f) { v[0] = v[1] = f; } failed to compile with the following error: error: value of type vec2 cannot be assigned to variable of type float First, we would process v[1] = f, and transform: LHS: (expression float vector_extract (var_ref v) (constant int (1))) RHS: (var_ref f) into: LHS: (var_ref v) RHS: (expression vec2 vector_insert (var_ref v) (constant int (1)) (var_ref f)) Note that the LHS type is now vec2, not a float. This is surprising, but not the real problem. After emitting assignments, this ultimately becomes: (declare (temporary) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (expression vec2 vector_insert (var_ref v) (constant int (1)) (var_ref f))) (assign (xy) (var_ref v) (var_ref assignment_tmp)) We would then return (var_ref assignment_tmp) as the rvalue, which has the wrong type---it should be float, but is instead a vec2. To fix this, we simply return (vector_extract (var_ref assignment_temp) <the appropriate channel>) to pull out the desired float value. Fixes Piglit's chained-assignment-with-vector-constant-index.vert and chained-assignment-with-vector-dynamic-index.vert tests. Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74026 Reported-by: Dan Ginsburg <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: Rename "expr" to "lhs_expr" in vector_extract munging code.Kenneth Graunke2014-01-241-6/+6
| | | | | | | | | | | When processing assignments, we have both an LHS and RHS. At a glance, "lhs_expr" clearly refers to the LHS, while a generic name like "expr" is ambiguous. Cc: [email protected] Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
* glcpp: Define GL_EXT_shader_integer_mix in both GL and ES.Matt Turner2014-01-231-3/+5
| | | | | Cc: [email protected] Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Remove unused gl_api bits.Matt Turner2014-01-232-2/+0
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glcpp: Set extension defines after resolving the GLSL version.Matt Turner2014-01-233-143/+172
| | | | | | | | | | | | | | | | | | | | | | Instead of defining preprocessor macros in glcpp_parser_create based on the GL API, wait until the shader version has been resolved. Doing this allows us to correctly set (and not set) preprocessor macros for extensions allowed by the API but not the shader, as in the case of ARB_ES3_compatibility. The shader version has been resolved when the preprocessor encounters the first preprocessor token, since the GLSL spec says "The #version directive must occur in a shader before anything else, except for comments and white space." Specifically, if a #version token is found the version is known explicitly, and if any other preprocessor token is found then the GLSL version is implicitly 1.10. Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71630 Reviewed-by: Ian Romanick <[email protected]>
* glsl: Disable ARB_texture_rectangle in shader version 100.Anuj Phogat2014-01-231-0/+4
| | | | | | | | | | | | | OpenGL with ARB_ES2_compatibility allows shaders that specify #version 100. This fixes the Khronos OpenGL test(Texture_Rectangle_Samplers_frag.test) failure. Cc: [email protected] Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Signed-off-by: Anuj Phogat <[email protected]>
* glsl: Mark GLSL 4.40 as a known version.Matt Turner2014-01-231-1/+1
| | | | Reviewed-by: Ian Romanick <[email protected]>
* glsl: silence a couple warnings in find_active_atomic_counters()Brian Paul2014-01-231-1/+2
| | | | | | | Silence unitialized variable 'id' warning. Silence unused 'found' warning. Only seen in release builds. Reviewed-by: Marek Olšák <[email protected]>
* glsl: remove remaining is_array variablesTimothy Arceri2014-01-235-59/+35
| | | | | | | | | Previously the reason we needed is_array was because we used array_size == NULL to represent both non-arrays and unsized arrays. Now that we use a non-NULL array_specifier to represent an unsized array, is_array is redundant. Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: create type name for arrays of arraysTimothy Arceri2014-01-231-2/+14
| | | | | | | | We need to insert outermost dimensions in the correct spot otherwise the dimension order will be backwards Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Allow arrays of arrays as input to vertex shaderTimothy Arceri2014-01-231-2/+3
| | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: only call mark_max_array if we are assigning anTimothy Arceri2014-01-231-2/+4
| | | | | | | | | | array This change does not help fix or prevent any bugs it just seems reasonable to do Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add ARB_arrays_of_arrays support to yacc definition and astTimothy Arceri2014-01-237-173/+235
| | | | | | | Adds array specifier object to hold array information Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* mesa: Add ARB_arrays_of_arraysTimothy Arceri2014-01-231-0/+3
| | | | | Signed-off-by: Timothy Arceri <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays.Paul Berry2014-01-225-148/+46
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>
* glsl/linker: Refactor in preparation for adding more shader stages.Paul Berry2014-01-211-75/+41
| | | | | | | | | | | | | 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]>
* glsl: Optimize open-coded lrp into lrp.Jordan Justen2014-01-211-0/+52
| | | | | | | | | | 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]>
* glsl: Vectorize multiple scalar assignmentsMatt Turner2014-01-214-0/+325
| | | | | | | | | | 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]>
* glsl: Add parameter to .equals() to ignore an IR type.Matt Turner2014-01-212-36/+38
| | | | | | | Only implemented for ir_swizzles currently, but perhaps will be useful for other IR types in the future. Reviewed-by: Ian Romanick <[email protected]>
* mesa: rename PreferDP4 to OptimizeForAOS.Matt Turner2014-01-211-1/+1
| | | | | | | | | 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]>
* glsl: Match unnamed record types across stages.Grigori Goronzy2014-01-211-0/+4
| | | | | | | | | | | | | | 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]>
* glsl: Extract function for record comparisons.Grigori Goronzy2014-01-212-30/+44
| | | | Reviewed-by: Matt Turner <[email protected]>
* glsl: Add gl_ViewportIndex built-in variableCourtney Goeltzenleuchter2014-01-201-0/+2
| | | | | | | | 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]>
* glsl: Add extension infrastructure for ARB_viewport_arrayIan Romanick2014-01-204-0/+7
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Remove exec_list iterators now that nothing uses them.Kenneth Graunke2014-01-132-88/+0
| | | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Replace iterators in ir_reader.cpp with ad-hoc list walking.Kenneth Graunke2014-01-131-8/+10
| | | | | | | | | 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]>
* glsl: Use a new foreach_two_lists macro for walking two lists at once.Kenneth Graunke2014-01-1311-78/+65
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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]>