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* mesa: Rename MESA_shader_integer_mix to EXT_shader_integer_mixIan Romanick2013-09-134-6/+6
| | | | | | | | | | | | | | Everyone at the Khronos meeting was as surprised that GLSL didn't already support this as we were. Several vendors said they'd ship it, but there didn't seem to be enough interest to put in the effort to make it ARB or KHR. v2: Fix a couple typos and rename the spec file to EXT_shader_integer_mix.spec. Suggested by Roland. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* glsl: Use sampler_coordinate_components instead of passing it by hand.Kenneth Graunke2013-09-111-450/+450
| | | | | | | | | | | We used to pass the number of components actually used for the coordinate (rather than padding, shadow comparitors, and projectors) by hand, specifying it on every _texture() call. The new helper function can just compute this, eliminating a lot of potential mistakes. Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: Add a new glsl_type::sampler_coordinate_components() function.Kenneth Graunke2013-09-112-0/+47
| | | | | | | This computes the number of components necessary to address a sampler based on its dimensionality. It will be useful for texturing built-ins. Signed-off-by: Kenneth Graunke <[email protected]>
* glsl: During linking, record whether a GS uses EndPrimitive().Paul Berry2013-09-111-0/+31
| | | | | | | | | This information will be useful in the i965 back end, since we can save some compilation effort if we know from the outset that the shader never calls EndPrimitive(). Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add missing va_end in builtin_builder::add_function.Vinson Lee2013-09-101-0/+1
| | | | | | | Fixes "Missing varargs init or cleanup" defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Initialize builtin_builder member variables.Vinson Lee2013-09-101-0/+3
| | | | | | | Fixes "Uninitialized pointer field" defect reported by Coverity. Signed-off-by: Vinson Lee <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: fix variadic macro for MSVCBrian Paul2013-09-091-2/+2
| | | | | | MSVC doesn't accept the rest... syntax. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: remove struct keyword from ir_variable declarationsBrian Paul2013-09-091-4/+4
| | | | | | To silence MSVC warnings. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Implement MESA_shader_integer_mix extension.Matt Turner2013-09-094-7/+38
| | | | | | | Because why doesn't GLSL allow you to do this already? Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Use conditional-select in mix().Matt Turner2013-09-091-8/+8
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add conditional-select IR.Matt Turner2013-09-096-0/+36
| | | | | | | | | | | It's a ?: that operates per-component on vectors. Will be used in upcoming lowering pass for ldexp and the implementation of frexp. csel(selector, a, b): per-component result = selector ? a : b Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Rename ir_function_signature::builtin_info to builtin_avail.Kenneth Graunke2013-09-093-7/+7
| | | | | | | | | | | | builtin_info was originally going to be a structure containing a bunch of information, but after various rewrites, it turned into a boolean availability predicate. builtin_avail is a better name than builtin_info, since it doesn't store any information other than availability. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add missing type inference for ir_binop_bfm.Kenneth Graunke2013-09-091-0/+1
| | | | | | | | Matt noticed that this was missing. Nothing uses this currently. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Delete old built-in function generation code.Kenneth Graunke2013-09-09135-11595/+0
| | | | | | | | None of this is used anymore. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Acked-by: Paul Berry <[email protected]>
* glsl: Remove builtin_compiler from the build system.Kenneth Graunke2013-09-098-249/+21
| | | | | | | | | We don't actually use anything from builtin_function.cpp, so we don't need to generate it anymore. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Acked-by: Paul Berry <[email protected]>
* glsl: Switch to the new built-in function module.Kenneth Graunke2013-09-093-29/+4
| | | | | | | | All built-ins are now handled by the new code; the old system is dead. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Write a new built-in function module.Kenneth Graunke2013-09-093-0/+3528
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This creates a new replacement for the existing built-in function code. The new module lives in builtin_functions.cpp (not builtin_function.cpp) and exists in parallel with the existing system. It isn't used yet. The new built-in function code takes a significantly different approach: Instead of implementing built-ins via printed IR, build time scripts, and run time parsing, we now implement them directly in C++, using ir_builder. This translates to faster load times, and a much less complex build system. It also takes a different approach to built-in availability: each signature now stores a boolean predicate, which makes it easy to construct arbitrary expressions based on _mesa_glsl_parse_state's fields. This is much more flexible than the old system, and also easier to use. Built-ins are also now stored in a single gl_shader object, rather than being spread out across a number of shaders that need to be linked. When searching for a matching prototype, we simply consult the availability predicate. This also simplifies the code. v2: Incorporate Matt Turner's feedback: use the new fma() function rather than expr(). Don't expose textureQueryLOD() in GLSL 4.00 (since it was renamed to textureQueryLod()). Also correct some #undefs. v3: Incorporate Paul Berry's feedback: rename legacy to compatibility; add comments to explain a few things; fix uvec availability; include shaderobj.h instead of repeating the _mesa_new_shader prototype. v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc). Add an out_var convenience function (more feedback by Matt Turner). v5: Rework availability predicates for Lod functions. They were broken. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Enthusiastically-acked-by: Paul Berry <[email protected]>
* glsl: Add optional parameters to the ir_factory constructor.Kenneth Graunke2013-09-091-3/+3
| | | | | | | | | | | | | | Each ir_factory needs an instruction list and memory context in order to be useful. Rather than creating an object and manually assigning these, we can just use optional parameters in the constructor. This makes it possible to create a ready-to-use factory in one line: ir_factory body(&sig->body, mem_ctx); Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add IR builder shortcuts for a bunch of random opcodes.Kenneth Graunke2013-09-092-0/+94
| | | | | | | | | | | | | | | Adding new convenience emitters makes it easier to generate IR involving these opcodes. bitfield_insert is particularly useful, since there is no expr() for quadops. v2: Add fma() and rename lrp() operands to x/y/a to match the GLSL specification (suggested by Matt Turner). Fix whitespace issues. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Expose IR builder support for arbitrary swizzling.Kenneth Graunke2013-09-091-0/+1
| | | | | | | | | | | | | | | | | IR builder already offers a lot of swizzling functions, such as swizzle_xxxx, swizzle_z, or swizzle_for_size. The swizzle_xxxx style is convenient if you statically know which components you want. swizzle_for_size is great if you want to select the first few components. However, if you want to select components based on, say, a loop counter, none of those are sufficient. IR builder actually already had support for arbitrary swizzling, but didn't expose it. This patch exposes that API. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add a new ir_builder::dotlike() function.Kenneth Graunke2013-09-092-0/+12
| | | | | | | | | | | | dotlike() uses ir_binop_mul for scalars, and ir_binop_dot for vectors. When generating built-in functions, we often want to use regular multiply for scalar signatures, and dot() for vector signatures. ir_binop_dot only works on vectors, so we have to switch opcodes, even if the code is otherwise identical. dotlike() makes this easy. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add IR builder support for generating return statements.Kenneth Graunke2013-09-092-0/+9
| | | | | | | | | We use "ret" as the function name since "return" is a C++ keyword, and "ir_return" is already a class name. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add IR builder support for conditional assignments.Kenneth Graunke2013-09-092-2/+17
| | | | | | | | | | | | | This adds two new signatures: assign(lhs, rhs, condition, writemask); assign(lhs, rhs, condition); All the other existing APIs still exist. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add IR builder support for triops.Kenneth Graunke2013-09-092-0/+9
| | | | | | | | | Now that we have the ir_expression constructor that does type inference, this is trivial to do. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add an ir_expression triop constructor with type inference.Kenneth Graunke2013-09-092-0/+36
| | | | | | | | | | | | We already have ir_expression constructors for unary and binary operations, which automatically infer the type based on the opcode and operand types. These are convenient and also required for ir_builder support. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add missing type inference support for ARB_gpu_shader5 unops.Kenneth Graunke2013-09-091-0/+4
| | | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Initialize lod_info in the ir_texture constructor.Kenneth Graunke2013-09-091-0/+1
| | | | | | | | | | This isn't strictly necessary, since creators of ir_texture objects should set LOD when relevant. However, it's nice to have a NULL pointer in case they forget. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Skip unavailable built-ins when printing out similar candidates.Kenneth Graunke2013-09-091-0/+3
| | | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Skip unavailable built-ins when matching signatures.Kenneth Graunke2013-09-091-0/+8
| | | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Pass _mesa_glsl_parse_state into matching_signature and such.Kenneth Graunke2013-09-098-17/+26
| | | | | | | | | | | | | | | | | | | | | | | During compilation, we'll use this to determine built-in availability. The plan is to have a single shader containing every built-in in every version of the language, but filter out the ones that aren't actually available to the shader being compiled. At link time, we don't actually need this filtering capability: we've already imported prototypes for every built-in that the shader actually calls, and they're flagged as is_builtin(). The linker doesn't import any additional prototypes, so it won't pull in any unavailable built-ins. When resolving prototypes to function definitions, the linker ensures the values of is_builtin() match, which means that a shader can't trick the linker into importing the body of an unavailable built-in by defining a suspiciously similar prototype. In other words, during linking, we can just pass in NULL. It will work out fine. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Add a method to tell whether a built-in is available.Kenneth Graunke2013-09-092-0/+20
| | | | | | | | | | | We can simply call the stored predicate function. If state is NULL, just report that the function is available. v2: Add a comment (requested by Paul Berry). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Mark _mesa_glsl_parse_state::is_version() as const.Kenneth Graunke2013-09-091-1/+1
| | | | | | | | | This promises the method won't modify the contents of the object. This allows us to call it even with a const pointer to the state. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Convert ir_function_signature::is_builtin to a method.Kenneth Graunke2013-09-096-10/+15
| | | | | | | | | | | A signature is a built-in if and only if builtin_info != NULL, so we don't actually need a separate flag bit. Making a boolean-valued method allows existing code to ask the same question while not worrying about the internal representation. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Store a predicate for whether a built-in signature is available.Kenneth Graunke2013-09-094-6/+30
| | | | | | | | | | | | | | | | | | | | | | | | For the upcoming built-in function rewrite, we'll need to be able to answer "Is this built-in function signature available?". This is actually a somewhat complex question, since it depends on the language version, GLSL vs. GLSL ES, enabled extensions, and the current shader stage. Storing such a set of constraints in a structure would be painful, so instead we store a function pointer. When creating a signature, we simply point to a predicate that inspects _mesa_glsl_parse_state and answers whether the signature is available in the current shader. Unfortunately, IR reader doesn't actually know when built-in functions are available, so this patch makes it lie and say that they're always present. This allows us to hook up the new functionality; it just won't be useful until real data is populated. In the meantime, the existing profile mechanism ensures built-ins are available in the right places. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: propagate max_array_access through function callsDominik Behr2013-09-051-0/+32
| | | | | | | | | | | | Fixes a bug where if an uniform array is passed to a function the accesses to the array are not propagated so later all but the first vector of the uniform array are removed in parcel_out_uniform_storage resulting in broken shaders and out of bounds access to arrays in brw::vec4_visitor::pack_uniform_registers. Cc: [email protected] Reviewed-and-Tested-by: Matt Turner <[email protected]> Signed-off-by: Dominik Behr <[email protected]>
* glsl: Remove unused prog parameter from tfeedback_decl::initIan Romanick2013-09-042-5/+4
| | | | | | | It looks like commit 53febac removed the last user of that parameter. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Validate qualifiers on VS color outputs with FS color inputsIan Romanick2013-09-041-3/+45
| | | | | | | | | | | | | | | | | | | | | | | The vertex shader color outputs (gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and gl_BackSecondaryColor) don't have the same names as the matching fragment shader color inputs (gl_Color and gl_SecondaryColor). As a result, the qualifiers on them were not being properly cross validated. Full spec compliance required ir_variable::used and ir_variable::assigned be set properly. Without the preceeding patch, which fixes the ::clone method to copy them, this will not be the case. Fixes all of the previously failing piglit spec/glsl-1.30/linker/interpolation-qualifiers tests. v2: Update callers of cross_validate_types_and_qualifiers and cross_validate_front_and_back_color. The function signature changed in v2 of a previous patch. Suggested by Paul. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47755
* glsl: Copy ir_variable::assigned and ir_variable::used fields in ::clone methodIan Romanick2013-09-041-0/+2
| | | | | | | Nothing currently relies on this, but one of the next patches will. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Refactor a bunch of the code out of cross_validate_outputs_to_inputsIan Romanick2013-09-041-81/+94
| | | | | | | | | | | | The new function, cross_validate_types_and_qualifiers, will have multiple callers from this file in future commits. v2: Don't pass the names of the producer / consumer stages to cross_validate_types_and_qualifiers. Instead, pass the types and get the names only in the error paths. Suggested by Paul. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Reallow precision qualifiers on structure membersIan Romanick2013-09-041-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Changes to the grammar for GL_ARB_shading_language_420pack (commit 6eec502) moved precision qualifiers out of the type_specifier production chain. This caused declarations such as: struct S { lowp float f; }; to generate parse errors. Section 4.1.8 (Structures) of both the GLSL ES 1.00 spec and GLSL 1.30 specs says: "Member declarators may contain precision qualifiers, but may not contain any other qualifiers." So, it sure seems like we shouldn't generate a parse error. :) Instead of type_specifier, use fully_specified_type in struct members. However, fully_specified_type allows a lot of other qualifiers that are not allowed on structure members, so expeclitly disallow them. Note, this makes struct_declaration look an awful lot like member_declaration (used for interface blocks). We may want to (somehow) unify these rules to reduce code duplication at some point. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68753 Reported-by: Aras Pranckevicius <[email protected]> Cc: Aras Pranckevicius <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: "9.2" <[email protected]>
* glsl: Allow precision qualifiers for sampler typesAnuj Phogat2013-08-291-8/+21
| | | | | | | | | | | | | | | | | | | | | | | GLSL 1.30 doesn't allow precision qualifiers on sampler types, but in GLSL ES, sampler types are also allowed. This seems like an oversight (since the intention of including these in GLSL 1.30 is to allow compatibility with ES shaders). Currently, Mesa allows "default" precision qualifiers to be set for sampler types in GLSL (commit d5948f2). This patch makes it follow GLSL ES rules and also allow declaring sampler variables with a precision qualifier in GLSL 1.30 (and later). e.g. uniform lowp sampler2D sampler; This fixes a shader compilation error in Khronos OpenGL conformance test "depth_texture_mipmap". V2: Update comments. Signed-off-by: Ian Romanick <[email protected]> Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Cc: <[email protected]>
* glsl: Add heuristics to print floating-point numbers better.Matt Turner2013-08-2915-32/+42
| | | | | v2: Fix *.expected files to match. Reviewed-by: Paul Berry <[email protected]>
* glsl: Add built-ins from ARB_shader_bit_encoding to ARB_gpu_shader5.Matt Turner2013-08-271-0/+20
| | | | Reviewed-by: Paul Berry <[email protected]>
* glsl: Add support for new fma built-in in ARB_gpu_shader5.Matt Turner2013-08-274-0/+20
| | | | | | v2: Add constant folding support. Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add new fma built-in IR and prototype from ARB_gpu_shader5.Matt Turner2013-08-272-0/+34
| | | | | Reviewed-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Disallow uniform block layout qualifiers on non-uniform block vars.Matt Turner2013-08-261-4/+13
| | | | | | Cc: 9.2 <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68460 Reviewed-by: Ian Romanick <[email protected]>
* glsl: init limit=0 to silence uninitialized var warningBrian Paul2013-08-261-1/+1
| | | | Reviewed-by: Paul Berry <[email protected]>
* glsl: Add built-in function prototypes for GLSL 3.30Kenneth Graunke2013-08-252-0/+1169
| | | | | | | | 330.frag is a direct copy of 150.frag. 330.glsl is 150.glsl combined with ARB_shader_bit_encoding.glsl. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Bump standalone compiler versions to 3.30.Kenneth Graunke2013-08-252-3/+3
| | | | | | | These are necessary in order to compile the built-in functions. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.Paul Berry2013-08-231-29/+53
| | | | | | | | | | | | | | | | | | | | | | | | | | | This patch extracts the following logic from validate_vertex_shader_executable(): (a) Generate an error if the shader writes to both gl_ClipDistance and gl_ClipVertex. (b) Record whether the shader writes to gl_ClipDistance in gl_shader_program for use by the back-end. (c) Record the size of gl_ClipDistance in gl_shader_program for use by transform feedback logic. And moves it into a function that is shared between vertex and geometry shaders. Strictly speaking we only need to have shared logic for (b) and (c) right now (since (a) only matters in compatibility contexts, and we're only implementing geometry shaders in core contexts right now). But the three are closely related enough that it seems sensible to keep them together. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>