| Commit message (Collapse) | Author | Age | Files | Lines |
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They are a non-standard GCC extension that's not widely supported by
other C/C++ compilers.
Use a dynamic array instead.
Trivial. Should fix the MSVC build.
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Required by GL_ARB_shading_language_420pack.
Parts based on work done by Todd Previte and Ken Graunke, implementing
basic support for C-style initializers of arrays.
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Will be used in a later commit to differentiate between a structure type
declaration and a variable declaration of a struct type. I.e., the
difference between
struct S { float x; }; (is_declaration = true)
and
S s; (is_declaration = false)
Also note that is_declaration = true for
struct S { float x; } s;
Reviewed-by: Ian Romanick <[email protected]>
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Will be used in a future commit. An ast_type_specifier is stored (rather
than an ast_struct_specifier) with the idea that we may have more
general uses for this in the future. struct names are prefixed with
'#ast.' to avoid collisions with the glsl_types in the symbol table.
Reviewed-by: Ian Romanick <[email protected]>
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Based largely on process_array_constructor().
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The code float a[2] = float[2]( 3.4, 4.2, 5.0 ); previously generated
this:
error: array constructor must have at least 2 parameters
when in fact it requires exactly two.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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libglslcore.la and libglcpp.la that are built with builtin_compiler are also
linked to by drivers not using libdricore. Since there is no public symbol in
them, it is better to mark all symbols hidden.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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We mark ARB_uniform_buffer_object as enabled under ES 3 since it
contains that functionality, which tricked the compiler into tokenizing
"row_major".
Acked-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Explicit index support was added by commit 1256a5dc.
Reviewed-by: Ian Romanick <[email protected]>
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Resolves the following gcc warning
opt_flip_matrices.cpp:84:32: warning: unused variable 'deref'
v2: keep the variable, but wrap it in a ifndef NDEBUG block
(suggested by Ian)
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Resolves the following gcc warnings
warning: 'iface_type_name' may be used uninitialized in this function
warning: 'var_mode' may be used uninitialized in this function
Note: The variables are initialised to UNKNOWN and ir_var_auto
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Required by ARB_shading_language_420pack.
Reviewed-by: Kenneth Graunke <[email protected]>
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Should fix:
src\glsl\opt_dead_builtin_varyings.cpp(244) : error C3861: 'snprintf': identifier not found
...
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Not needed with do_dead_builtin_varyings.
Reviewed-by: Ian Romanick <[email protected]>
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This eliminates built-in varyings such as gl_Color, gl_SecondaryColor,
gl_TexCoord, and gl_FogFragCoord if they are unused by the next stage or
not written at all (e.g. gl_TexCoord elements). The gl_TexCoord array is
broken down into separate vec4s if needed.
v2: - use a switch statement in varying_info_visitor::visit(ir_variable*)
- use snprintf
- disable the optimization for GLES2
Reviewed-by: Ian Romanick <[email protected]>
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We counted even the varyings which were later eliminated, which was
suboptimal.
Reviewed-by: Ian Romanick <[email protected]>
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This ensures that inter-shader outputs and inputs are properly eliminated
across 3 or more shader stages. The behavior is unchanged with 2 or less
shader stages.
For example, elimination of unused FS inputs causes elimination of matching
GS outputs, which causes elimination of the GS inputs that were needed for
evaluation of the eliminated GS outputs, which causes elimination of
matching VS outputs. An unused FS input is all that's needed to trigger
this chain reaction.
Reviewed-by: Ian Romanick <[email protected]>
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See my explanation in mtypes.h.
v2: don't do this in gallium
v3: also updated the comment at the gl_shader_type definition
Reviewed-by: Ian Romanick <[email protected]>
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This patch adds texture() for isamplerCubeArray and usamplerCubeArray,
which were entirely missing.
It also makes texture() with a LOD bias fragment shader specific. The
main GLSL specification explicitly says that texturing with LOD bias
should not be allowed for vertex shaders.
Affects Piglit's ARB_texture_cube_map_array/compiler/tex_bias-01.vert.
which tries to use bias in a vertex shader. Currently, it expects this
to pass (so this patch regresses the test), but I've sent a patch to
reverse the expected behavior (so this patch would fix the updated test):
http://lists.freedesktop.org/archives/piglit/2013-June/006123.html
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Fixes "Uninitialized scalar field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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MSVC does not support the old GCC syntax.
See also
http://gcc.gnu.org/onlinedocs/gcc/Variadic-Macros.html
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This has the (intended!) side effect that vertex shader inputs and
fragment shader outputs will appear in the IR in the same order that
they appeared in the shader code. This results in the locations being
assigned in the declared order. Many (arguably buggy) applications
depend on this behavior, and it matches what nearly all other drivers
do.
Fixes the (new) piglit test attrib-assignments.
NOTE: This is a candidate for stable release branches (and requires the
previous commit to prevent a regression in OpenGL ES 2.0 conformance
test stencil_plane_operation).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Over the last few years, the compiler has grown to support 7 different
language versions and 6 extensions that add new built-in types. With
more and more features being added, some of our core code has devolved
into an unmaintainable spaghetti of sorts.
A few problems with the old code:
1. Built-in types are declared...where exactly?
The types in builtin_types.h were organized in arrays by the language
version or extension they were introduced in. It's factored out to
avoid duplicates---every type only exists in one array. But that
means that sampler1D is declared in 110, sampler2D is in core types,
sampler3D is a unique global not in a list...and so on.
2. Spaghetti call-chains with weird parameters:
generate_300ES_types calls generate_130_types which calls
generate_120_types and generate_EXT_texture_array_types, which calls
generate_110_types, which calls generate_100ES_types...and more
Except that ES doesn't want 1D types, so we have a skip_1d parameter.
add_deprecated also falls into this category.
3. Missing type accessors.
Common types have convenience pointers (like glsl_type::vec4_type),
but others may not be accessible at all without a symbol table (for
example, sampler types).
4. Global variable declarations in a header file?
#include "builtin_types.h" in two C++ files would break the build.
The new code addresses these problems. All built-in types are declared
together in a single table, independent of when they were introduced.
The macro that declares a new built-in type also creates a convenience
pointer, so every type is available and it won't get out of sync.
The code to populate a symbol table with the appropriate types for a
particular language version and set of extensions is now a single
table-driven function. The table lists the type name and GL/ES versions
when it was introduced (similar to how the lexer handles reserved
words). A single loop adds types based on the language version.
Explicit extension checks then add additional types. If they were
already added based on the language version, glsl_symbol_table simply
ignores the request to add them a second time, meaning we don't need
to worry about duplicates and can simply list types where they belong.
v2: Mark uvecs and shadow samplers as ES3 only, and 1DArrayShadow as
unsupported in ES entirely. Add a touch more doxygen.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Using a random glsl_type convenience pointer as an array is a really bad
idea, for all the reasons mentioned in the previous commit.
The new glsl_type::bvec() function is simpler anyway.
Prevents breakage in the next commit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Currently, vector types are linked together closely: the glsl_type
objects for float, vec2, vec3, and vec4 are all elements of the same
array, in that exact order. This makes it possible to obtain vector
types via pointer arithmetic on the scalar type's convenience pointer.
For example, float_type + (3 - 1) = vec3.
However, relying on this is extremely fragile. There's no particular
reason the underlying type objects need to be stored in an array. They
could be individual class members, possibly with padding between them.
Then the pointer arithmetic would break, and we'd get bad pointers to
non-heap allocated data, causing subtle breakage that can't be detected
by valgrind. Cue insanity.
Or someone could simply reorder the type variables, causing us to get
the wrong type entirely. Also cue insanity.
Writing this explicitly is much safer. With the new helper functions,
it's a bit less code even.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This patch introduces new functions to quickly grab a pointer to a
vector type. For example:
glsl_type::bvec(4) returns glsl_type::bvec4_type
glsl_type::ivec(3) returns glsl_type::ivec3_type
glsl_type::uvec(2) returns glsl_type::uvec2_type
glsl_type::vec(1) returns glsl_type::float_type
This is less wordy than glsl_type::get_instance(GLSL_TYPE_BOOL, 4, 1),
which can help avoid extra word wrapping.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This code had no relation to ir_to_mesa.cpp, since it was also used by
intel and state_tracker, and most of it was duplicated with the standalone
compiler (which has periodically drifted from the Mesa copy).
v2: Split from the ir_to_mesa to shaderapi.c changes.
Acked-by: Paul Berry <[email protected]> (v1)
Reviewed-by: Kenneth Graunke <[email protected]>
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We were duplicating this code all over the place, and they all would need
updating for the next set of shader targets.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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We have ir->print() to do the old declaration of a visitor and having the
IR accept the visitor (yuck!). And now you can call _mesa_print_ir()
safely anywhere that you know what an ir_instruction is.
A couple of missing printf("\n")s are added in error paths -- when an
expression is handed to the visitor, it doesn't print '\n' (since it might
be a step in printing a whole expression tree).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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No more forgetting to #include "ir_print_visitor.h" when doing temporary
debug code, or forgetting and leaving it in after removing your temporary
debug code. Also, available from C code so you don't need to move the
caller to C++ just to call it (see also: ir_to_mesa.cpp).
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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NOTE: This is a candidate for the stable branches.
Reviewed-by: Kenneth Graunke <[email protected]>
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Required by ARB_shading_language_420pack.
Reviewed-by: Kenneth Graunke <[email protected]>
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Required by ARB_shading_language_420pack. Note that the 420pack spec
incorrectly specifies their values as (Min, Max) = (-7, 8) when they
should be (-8, 7) as listed in the GLSL 4.30 and ESSL 3.0 specs.
Reviewed-by: Kenneth Graunke <[email protected]>
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Required by ARB_shading_language_420pack.
Reviewed-by: Kenneth Graunke <[email protected]>
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Required by ARB_shading_language_420pack.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 [mattst88]
- Split infrastructure into separate patch.
- Add preprocessor #define.
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes "Logically dead code" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Chad Versace <[email protected]>
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Previously we would generate uniform locations as (slot << 16) +
array_index. We do this to handle applications that assume the location
of a[2] will be +1 from the location of a[1]. This resulted in every
uniform location being at least 0x10000. The OpenGL 4.3 spec was
amended to require this behavior, but previous versions did not require
locations of array (or structure) members be sequential.
We've now encountered two applications that assume uniform values will
be "small." As far as we can tell, these applications store the GLint
returned by glGetUniformLocation in a int16_t or possibly an int8_t.
THIS BEHAVIOR IS NOT GUARANTEED OR IMPLIED BY ANY VERSION OF OpenGL.
Other implementations happen to have both these behaviors (sequential
array elements and small values) since OpenGL 2.0, so let's just match
their behavior.
Fixes "3D Bowling" on Android.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-and-tested-by: Chad Versace <[email protected]>
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