| Commit message (Collapse) | Author | Age | Files | Lines |
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Setting MaxIfDepth to UINT_MAX effectively means "don't lower anything."
Explicitly checking for this common case allows us to avoid walking the
IR, computing nesting levels, and so on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bryan Cain <[email protected]>
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Having a few of these includes or forward declarations inside the
'extern "C"' block can cause problems later. Specifically, it
prevents C++ linkage functions from being added to ir_to_mesa.h and
makes G++ angry if 'struct foo' is seen both inside and outside an
'extern "C"'.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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While reviewing some compiler cleanups I'd sent out, Paul noticed that
tree grafting wasn't taking "out" parameters into account.
Further investigation revealed that it isn't strictly necessary: ir_call
ends basic blocks, and tree grafting currently only operates on basic
blocks. So calls already kill grafts.
However, just to be safe, this patch makes "out" parameters explicitly
kill grafts. Paul and I both prefer this. It's a bit clearer.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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On converting fixed function programs to generate GLSL, the linker
became cranky that we were trying to make something that wasn't a
linked vertex+fragment program. Given that the Mesa GLES2 drivers
also support desktop GL with EXT_sso, just telling the linker to shut
up seems like the easiest solution.
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These will be used by the FF VS/FS to represent the current attributes
when they don't have an active vertex array.
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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: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
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Fixes double-underscore-*.frag.
Reviewed-by: Kenneth Graunke <[email protected]>
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Before this patch, clip planes didn't work properly in Mesa when using
vertex shaders, because Mesa assigned both gl_ClipVertex and
gl_Position to the same gl_vert_result (VERT_RESULT_HPOS). As a
result, backends couldn't distinguish between the two variables, so
any shader that wrote different values to them would fail to work
properly.
This patch paves the way for proper support of gl_ClipVertex by
creating a new enumerated value in gl_vert_result for it
(VERT_RESULT_CLIP_VERTEX). After this patch, a back-end may add
support for gl_ClipVertex using the following algorithm:
- If using a user-supplied GLSL vertex shader:
- If the bit corresponding to VERT_RESULT_CLIP_VERTEX is set in
gl_program::OutputsWritten:
- Clip using the vertex shader output VERT_RESULT_CLIP_VERTEX and
the clip planes defined in gl_context::Transform.EyeUserPlane.
- Else:
- Clip using the vertex shader output VERT_RESULT_HPOS and the
clip planes defined in gl_context::Transform.EyeUserPlane.
- Else (either using fixed function or an ARB vertex program):
- Clip using the vertex shader output VERT_RESULT_HPOS and the clip
planes defined in gl_context::Transform._ClipUserPlane (*)
where (*) represents the normal Mesa behavior before this patch.
An example of implementing the above algorithm can be found in the
patch that follows this one, which implements gl_ClipVertex in i965
Gen6.
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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The symbol table in the linked shaders may contain references to
variables that were removed (e.g., unused uniforms). Since it may
contain junk, there is no possible valid use. Delete it and set the
pointer to NULL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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All drivers in Mesa have supported this extension for eons. This
extension is an optional features in desktop OpenGL (via
GL_ARB_draw_buffers) and OpenGL ES 2.x (via GL_NV_draw_buffers).
The extension is not usable in OpenGL ES 1.x. There is no
glDrawBuffers* entry point in OpenGL ES 1.x contexts, and glGet*v
generate errors when MAX_DRAW_BUFFERS or DRAW_BUFFERi is queried.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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As written, this test correctly raises an error for #elif being used
with an undefined macro (and not as an argument to "defined"). If the
preceding #if were '#if 1' then this diagnositc would correctly be
hidden. That allows code such as the following to not raise an error:
#ifndef MAYBE_UNDEFINED
#elif MAYBE_UNDEFINED < 5
...
#endif
So this test case is working as expected already. We add it here just
to improve test coverage.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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The specification reserves any macro name containing two consecutive
underscores, (anywhere within the name). Previously, we only raised
this error for macro names that started with two underscores.
Fix the implementation to check for two underscores anywhere, and also
update the corresponding 086-reserved-macro-names test.
This also fixes the following two piglit tests:
spec/glsl-1.30/preprocessor/reserved/double-underscore-02.frag
spec/glsl-1.30/preprocessor/reserved/double-underscore-03.frag
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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This is as simple as abstracting one existing block of code into a
function call and then adding a single call to that function for the
case of a non-function-like macro.
This fixes the recently-added 097-paste-with-non-function-macro test
as well as the following piglit tests:
spec/glsl-1.30/preprocessor/concat/concat-01.frag
spec/glsl-1.30/preprocessor/concat/concat-02.frag
Also, the concat-04.frag test now passes for the right reason. The
test is intended to fail the compilation, but before this commit it
was failing compilation (and hence passing the test) for the wrong
reason.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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Apparently we never implemented this, (but we've got a GLSL 1.30 test
in piglit that is exercising this case).
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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There was already a loop here to look for multiple token pastes, but
it was mistakenly incrementing the iterator counter after performing
one paste.
Instead, leave the loop iterator in place to coalesce as many tokens
as necessary into one.
This fixes the recently add 096-paste-twice test as well as the
following piglit test:
spec/glsl-1.30/preprocessor/concat/concat-03.frag
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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This is something that piglit is exercising that currently fails.
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Carl Worth <[email protected]>
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The formula we were previously using for asinh:
asinh x = ln(x + sqrt(x * x + 1))
is numerically unstable: when x is a large negative value, the quantity
x + sqrt(x * x + 1)
is a small positive value (on the order of 1/(2|x|)). Since the
logarithm function is very sensitive in this range, any error in the
computation of the square root manifests as a large error in the
result.
This patch changes to the equivalent formula:
asinh x = sign(x) * ln(abs(x) + sqrt(x * x + 1))
which is only slightly more expensive to compute, and is numerically
stable for all x.
Fixes piglit tests
spec/glsl-1.30/execution/built-in-functions/[fv]s-asinh-*.
Reviewed-by: Chad Versace <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fixes the glsl-1.30/compiler/built-in-functions/trunc-* tests under 1.30.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Bitshifts are one of the rare places that GLSL allows mixed base types
without an implicit conversion occurring.
Reviewed-by: Chad Versace <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Add lower_clip_distance.cpp to list of source files.
Signed-off-by: Chad Versace <[email protected]>
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For some reason I thought subexpressions were chained off the top-level
one. This isn't the case, so just create a temporary context and free
it. All of this memory would be eventually freed, but now is freed
much sooner.
Signed-off-by: Kenneth Graunke <[email protected]>
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Very simple shaders don't actually use GLSL built-ins. For example:
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_FragColor = vec4(0.0);
Both of the shaders used by _mesa_meta_glsl_Clear() also qualify.
By waiting to initialize the built-ins until the first time we need to
look for a signature, we can avoid the overhead entirely in these cases.
Makes piglit run roughly 18% faster (255 vs. 312 seconds).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This patch assigns enumerated values for gl_ClipDistance in the
gl_vert_result and gl_frag_attrib enums, so that driver back-ends can
assign gl_ClipDistance to the appropriate hardware registers. It also
adjusts the functions _mesa_vert_result_to_frag_attrib() and
_mesa_frag_attrib_to_vert_result() (which translate between the two
enums) to correctly translate the new enumerated values.
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Brian Paul <[email protected]>
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GLSL 1.30 requires us to use gl_ClipDistance for clipping if the
vertex shader contains a static write to it, and otherwise use
user-defined clipping planes. Since the driver needs to behave
differently in these two cases, we need a flag to record whether the
shader has written to gl_ClipDistance.
The new flag is called UsesClipDistance. We initially store it in
gl_shader_program (since that is the data structure that is available
when we check to see whethe gl_ClipDistance was written to), and we
later copy it to a flag with the same name in gl_vertex_program, since
that is a more convenient place for the driver to access it (in i965,
at least).
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Brian Paul <[email protected]>
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In i965 GEN6+ (and I suspect most other hardware), gl_ClipDistance
needs to be laid out as a pair of vec4's (the first containing clip
distances 0-3, and the second containing clip distances 4-7).
However, it is declared in GLSL as an array of 8 floats.
This lowering pass acts at the GLSL level, modifying the declaration
of gl_ClipDistance so that it is an array of vec4's rather than an
array of floats, and renaming it to gl_ClipDistanceMESA. In addition,
it modifies all accesses to the array so that they access the
appropiate component of one of the vec4's.
Since some hardware may not internally represent gl_ClipDistance as a
pair of vec4's, this lowering pass is optional. To enable it, set the
LowerClipDistance flag in gl_shader_compiler_options to true.
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch fixes a bug in ir_hirearchical_visitor: when traversing an
exec_list representing the formal or actual parameters of a function,
it modified base_ir to point to each parameter in turn, rather than
leaving it as a pointer to the enclosing statement. This was a
problem, since base_ir is used by visitor classes to locate the
statement containing the node being visited (usually so that
additional statements can be inserted before or after it). Without
this fix, visitors might attempt to insert statements into parameter
lists.
Reviewed-by: Kenneth Graunke <[email protected]>
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builtin_stubs.cpp is only supposed to be used for builtin_compiler. It
contains a stub version of _mesa_glsl_initialize_functions() that does
nothing.
libglsl.a already contains builtin_function.cpp, the generated file that
contains a version of _mesa_glsl_initialize_functions() that actually
initializes all the built-in functions.
By mistakenly linking to builtin_stubs, glsl_compiler and glsl_test are
unable to compile any shaders that use built-in functions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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The array_lvalue field was attempting to enforce the restriction that
whole arrays can't be used on the left-hand side of an assignment in
GLSL 1.10 or GLSL ES, and can't be used as out or inout parameters in
GLSL 1.10.
However, it was buggy (it didn't work properly for built-in arrays),
and it was clumsy (it unnecessarily kept track on a
variable-by-variable basis, and it didn't cover the GLSL ES case).
This patch removes the array_lvalue field completely in favor of
explicit checks in ast_parameter_declarator::hir() (this check is
added) and in do_assignment (this check was already present).
This causes a benign behavioral change: when the user attempts to pass
an array as an out or inout parameter of a function in GLSL 1.10, the
error is now flagged at the time the function definition is
encountered, rather than at the time of invocation. Previously we
allowed such functions to be defined, and only flagged the error if
they were invoked.
Fixes Piglit tests
spec/glsl-1.10/compiler/qualifiers/fn-{out,inout}-array-prohibited*
and
spec/glsl-1.20/compiler/assignment-operators/assign-builtin-array-allowed.vert.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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expression >= 0 is always true"
ast_type_qualifier::location should have been a signed integer from
the beginning, and the giant comment in
apply_type_qualifier_to_variable explains why.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=40207
Reviewed-by: Kenneth Graunke <[email protected]>
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We were splitting on each side of an unlinked program, and the two
sides lost track of which variables they referenced, resulting in
assertion failure during validation. Fixes piglit
link-struct-uniform-usage.
Reviewed-by: Ian Romanick <[email protected]>
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Previously, it would produce:
Failed to compile FS: 0:6(7): error: non-lvalue in assignment
and now it produces:
Failed to compile FS: 0:5(7): error: whole array assignment is not
allowed in GLSL 1.10 or GLSL ES 1.00.
Also, add spec quotation to the two places we have code for array
lvalues in GLSL 1.10.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit link-uniform-array-size.
Reviewed-by: Ian Romanick <[email protected]>
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We just want to mark the whole thing used, not mark from each element
the whole size in use. Fixes undefined URB entry writes on i965,
which blew up with debugging enabled.
Reviewed-by: Ian Romanick <[email protected]>
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From section 7.1 (Vertex Shader Special Variables) of the GLSL 1.30
spec:
"It is an error for a shader to statically write both
gl_ClipVertex and gl_ClipDistance."
Fixes piglit test mixing-clip-distance-and-clip-vertex-disallowed.c.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit tests
clip-distance-explicit-too-large-with-access.{frag,vert} and
clip-distance-explicit-too-large.{frag,vert}.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The check now applies both when explicitly declaring the size of
gl_TexCoord and when implicitly setting the size of gl_TexCoord by
accessing it using integral constant expressions.
This is prep work for adding similar size checks to gl_ClipDistance.
Fixes piglit tests texcoord/implicit-access-max.{frag,vert}.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit tests {vs,fs}-clip-distance-sizeable-to-max.shader_test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables):
The gl_ClipDistance array is predeclared as unsized and must be
sized by the shader either redeclaring it with a size or indexing it
only with integral constant expressions.
Fixes piglit tests clip-distance-implicit-length.vert,
clip-distance-implicit-nonconst-access.vert, and
{vs,fs}-clip-distance-explicitly-sized.shader_test.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The list of numbers in (constant type (<numbers>)) needs to contain
exactly type->components() numbers (16 for a mat4, 3 for a vec3, etc.)
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Throwing away the extra numbers ought to match the existing behavior.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Each of these vecN constants only provided one component, which is
illegal. The printed IR is meant to contain exactly as many components
as are necessary; the IR reader does not splat single values.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Using multiply and reciprocal for integer division involves potentially
lossy floating point conversions. This is okay for older GPUs that
represent integers as floating point, but undesirable for GPUs with
native integer division instructions.
TGSI, for example, has UDIV/IDIV instructions for integer division,
so it makes sense to handle this directly. Likewise for i965.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Bryan Cain <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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Forgotten in the patch that enabled the extension.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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while debugging texelFetchOffset we kept hitting the assert.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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