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* glsl: Restore Mesa-style to shader_enums.c/h.Matt Turner2016-01-192-16/+24
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* glsl: fix interface block error messageTimothy Arceri2016-01-191-1/+1
| | | | | | | | Print the stream value not the pointer to the expression, also use the unsigned format specifier. Cc: 11.1 <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* glsl: fix subroutine lowering reusing actual parmatersDave Airlie2016-01-181-5/+19
| | | | | | | | | | | | | | | One of the oglconform tests was crashing here, and it was due to not cloning the actual parameters before creating the new call. This makes a call clone function that does the right things to make sure we clone all the needed info, and points the callee at it. (It differs from ->clone due to this). this may fix https://bugs.freedesktop.org/show_bug.cgi?id=93722, I had this patch in my cts fixes tree, but hadn't had time to make sure I liked it. Cc: "11.0 11.1" <[email protected]> Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: remove special case for detecting stream duplicatesTimothy Arceri2016-01-181-5/+0
| | | | | | | Any duplicates in a single declaration will already fail the generic duplicates test due to the explicit_stream flag being set. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: add missing explicit_stream flag to has_layout()Timothy Arceri2016-01-181-1/+2
| | | | | | | | | This will allow the ARB_shading_language_420pack rules in glsl_parser.yy for catching duplicate layout qualifiers to be triggered for the stream identifier rather than relying on the code meant to catch duplicates within a single layout(...) Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: fix segfault linking subroutine uniform with explicit locationTimothy Arceri2016-01-181-1/+1
| | | | | Reviewed-by: Dave Airlie <[email protected]> Cc: "11.0 11.1" [email protected]
* nir/print: const_index is signedRob Clark2016-01-161-1/+1
| | | | | | | Noticed this with $piglit/bin/vp-address-01 Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* nir: few missing struct namesRob Clark2016-01-161-3/+3
| | | | | | | | | | | | | nir.h is a bit inconsistent about 'typedef struct {} nir_foo' vs 'typedef struct nir_foo {} nir_foo'. But missing struct name tags is inconvenient when you need a fwd declaration without pulling in all of nir. So add missing struct name tag for nir_variable, and a couple other spots where it would likely be useful. Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: Allow implicit int -> uint conversions for bitwise operators (&, ^, |).Kenneth Graunke2016-01-151-8/+38
| | | | | | | | | | | | | | | | | | The ARB has decided that implicit conversions should be performed for bitwise operators in future language revisions. Implementations of current language revisions may or may not perform them. This patch makes Mesa apply implicti conversions even on current language versions. Applications appear to expect this behavior, and there's really no downside to doing so. Fixes shader compilation in Shadow of Mordor. Bugzilla: https://www.khronos.org/bugzilla/show_bug.cgi?id=1405 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: [email protected]
* glsl: restrict consumer stage condition to modify interpolation typeSamuel Iglesias Gonsálvez2016-01-151-3/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Only modify interpolation type for integer-based varyings or when the consumer is known and different than fragment shader. If we are linking separate shader programs and the consumer is unknown, the consumer could be added later and be a fragment shader. If we modify the interpolation type in this case, we could read wrong values in the fragment shader inputs, as shown in bug 93320. Fixes the following CTS test: ES31-CTS.vertex_attrib_binding.advanced-bindingUpdate Fixes the following dEQP tests: dEQP-GLES31.functional.separate_shader.random.102 dEQP-GLES31.functional.separate_shader.random.111 dEQP-GLES31.functional.separate_shader.random.115 dEQP-GLES31.functional.separate_shader.random.17 dEQP-GLES31.functional.separate_shader.random.22 dEQP-GLES31.functional.separate_shader.random.23 dEQP-GLES31.functional.separate_shader.random.3 dEQP-GLES31.functional.separate_shader.random.32 dEQP-GLES31.functional.separate_shader.random.39 dEQP-GLES31.functional.separate_shader.random.64 dEQP-GLES31.functional.separate_shader.random.73 dEQP-GLES31.functional.separate_shader.random.91 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93320 Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* nir/builder: Add a nir_build_ivec4() convenience helper.Kenneth Graunke2016-01-141-0/+14
| | | | | | | | nir_build_ivec4 is more readable and succinct than using nir_build_imm directly, even if you have C99. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: mark explicit uniforms as explicit in other stages tooTapani Pälli2016-01-151-1/+11
| | | | | | | | | | | | | | | | If shader declares uniform explicit location in one stage but implicit in another, explicit location should be used. Patch marks implicit uniforms as explicit if they were explicit in previous stage. This makes sure that we don't treat them implicit later when assigning locations. Fixes following CTS test: ES31-CTS.explicit_uniform_location.uniform-loc-implicit-in-some-stages3 v2: move check to cross_validate_globals (Timothy) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: Lower bitfield_extract.Matt Turner2016-01-143-0/+42
| | | | | | | | | | | | | | | | | | | | | | | | | | | The OpenGL specifications for bitfieldExtract() says: The result will be undefined if <offset> or <bits> is negative, or if the sum of <offset> and <bits> is greater than the number of bits used to store the operand. Therefore passing bits=32, offset=0 is legal and defined in GLSL. But the earlier SM5 ubfe/ibfe opcodes are specified to accept a bitfield width ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits of the width operand, making them not able to implement the GLSL-specified behavior directly. This commit adds ubfe/ibfe operations from SM5 and a lowering pass for bitfield_extract to to handle the trivial case of <bits> = 32 as bitfieldExtract: bits > 31 ? value : bfe(value, offset, bits) Fixes: ES31-CTS.shader_bitfield_operation.bitfieldExtract.uvec3_0 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595 Reviewed-by: Connor Abbott <[email protected]> Tested-by: Marta Lofstedt <[email protected]>
* nir: Handle <bits>=32 case in bitfield_insert lowering.Matt Turner2016-01-142-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | The OpenGL specifications for bitfieldInsert() says: The result will be undefined if <offset> or <bits> is negative, or if the sum of <offset> and <bits> is greater than the number of bits used to store the operand. Therefore passing bits=32, offset=0 is legal and defined in GLSL. But the earlier SM5 bfi opcode is specified to accept a bitfield width ranging from 0-31. As such, Intel and AMD instructions read only the low 5 bits of the width operand, making them not able to implement the GLSL-specified behavior directly. This commit fixes the lowering of bitfield_insert to handle the trivial case of <bits> = 32 as bitfieldInsert: bits > 31 ? insert : bfi(bfm(bits, offset), insert, base) Fixes: ES31-CTS.shader_bitfield_operation.bitfieldInsert.uint_2 ES31-CTS.shader_bitfield_operation.bitfieldInsert.uvec4_3 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92595 Reviewed-by: Connor Abbott <[email protected]> Tested-by: Marta Lofstedt <[email protected]>
* nir: Change bfm's semantics to match Intel/AMD/SM5.Matt Turner2016-01-131-3/+6
| | | | | | | | | | | | Intel/AMD's hardware instructions do not handle arguments of 32. Constant evaluation should not produce a result different from the hardware instruction. The s/1ull/1u/ change is intentional: previously we wanted defined behavior for the "1 << 32" case, but we're making this case undefined so we can make it 1u and save ourselves a 64-bit operation. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Fix undefined shifts.Matt Turner2016-01-132-7/+7
| | | | | | | Shifting into the sign bit is undefined, as is shifting by 32. Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Handle failure of Python codegen scripts.Matt Turner2016-01-131-5/+5
| | | | | | | | If a Python codegen script failed, it would write a zero-byte file, which on subsequent invocations of make would trick it into thinking the file was appropriately generated. Reviewed-by: Ian Romanick <[email protected]>
* glsl, nir: Make ir_triop_bitfield_extract a vectorized operation.Kenneth Graunke2016-01-136-15/+20
| | | | | | | | | | | | | | | | | | | | We would like to be able to combine result.x = bitfieldExtract(src0.x, src1.x, src2.x); result.y = bitfieldExtract(src0.y, src1.y, src2.y); result.z = bitfieldExtract(src0.z, src1.z, src2.z); result.w = bitfieldExtract(src0.w, src1.w, src2.w); into a single ivec4 bitfieldInsert operation. This should be possible with most drivers. This patch changes the offset and bits parameters from scalar ints to ivecN or uvecN. The type of all three operands will be the same, for simplicity. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* glsl, nir: Make ir_quadop_bitfield_insert a vectorized operation.Kenneth Graunke2016-01-137-18/+24
| | | | | | | | | | | | | | | | | | | | We would like to be able to combine result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x); result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y); result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z); result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w); into a single ivec4 bitfieldInsert operation. This should be possible with most drivers. This patch changes the offset and bits parameters from scalar ints to ivecN or uvecN. The type of all four operands will be the same, for simplicity. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* glsl: Delete the ir_binop_bfm and ir_triop_bfi opcodes.Kenneth Graunke2016-01-137-112/+7
| | | | | | | | | | | | | TGSI doesn't use these - it just translates ir_quadop_bitfield_insert directly. NIR can handle ir_quadop_bitfield_insert as well. These opcodes were only used for i965, and with Jason's recent patches, we can do this lowering in NIR (which also gains us SPIR-V handling). So there's not much point to retaining this GLSL IR lowering code. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* nir: Fix constant evaluation of bfm.Matt Turner2016-01-131-1/+1
| | | | | | | | NIR's bfm, like Intel/AMD's hardware instructions and GLSL IR's ir_binop_bfm takes <bits> as src0 and <offset> as src1. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: add image_format check in cross_validate_globals()Samuel Iglesias Gonsálvez2016-01-131-0/+6
| | | | | | | | | | | Fixes CTS test: ES31-CTS.shader_image_load_store.negative-linkErrors Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93410 Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* glsl: add packed varyings for outputs with single stage programTapani Pälli2016-01-131-7/+2
| | | | | | | | | | | | | | Commit 8926dc8 added a check where we add packed varyings of output stage only when we have multiple stages, however duplicates are already handled by changes in commit 0508d950 and we want to add outputs also in case where we have only one stage. Fixes regression caused by 8926dc8 for following test: ES31-CTS.program_interface_query.separate-programs-vertex Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marta Lofstedt <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Make read_from_write_only_variable_visitor ignore .length().Kenneth Graunke2016-01-121-0/+9
| | | | | | | | | | | .length() on an unsized SSBO variable doesn't actually read any data from the SSBO, and is allowed on variables marked 'writeonly'. Fixes compute shader compilation in Shadow of Mordor. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* mesa: use gl_shader_variable in program resource listTapani Pälli2016-01-121-9/+49
| | | | | | | | | | | | | | Patch changes linker to allocate gl_shader_variable instead of using ir_variable. This makes it possible to get rid of ir_variables and ir in memory after linking. v2: check that we do not create duplicate entries with packed varyings v3: document 'patch' bit (Ilia Mirkin) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* glsl: track total amount of uniform locations usedTapani Pälli2016-01-121-2/+15
| | | | | | | | | | | | | | Linker missed a check for situation where we exceed max amount of uniform locations with explicit + implicit locations. Patch adds this check to already existing iteration over uniforms in linker. Fixes following CTS test: ES31-CTS.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations v2: use var->type->uniform_locations() (Timothy) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: replace unreachable code path with assertTimothy Arceri2016-01-111-5/+4
| | | | | | | The lower_named_interface_blocks() pass is called before we try assign locations to varyings so this shouldn't be reachable. Reviewed-by: Edward O'Callaghan <[email protected]>
* Revert "glsl: replace unreachable code path with assert"Timothy Arceri2016-01-111-4/+5
| | | | | | | This reverts commit 98270fd20d4d58db8ae5af3b6f10ed6a81c058a6. Something went terribly wrong the commit is not what the commit message says.
* glsl: replace unreachable code path with assertTimothy Arceri2016-01-111-5/+4
| | | | | | | The lower_named_interface_blocks() pass is called before we try assign locations to varyings so this shouldn't be reachable. Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: combine if blocksTimothy Arceri2016-01-111-6/+3
| | | | Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: Make bitfield_insert/extract and bfi/bfm non-vectorizable.Kenneth Graunke2016-01-091-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | Currently, opt_vectorize() tries to combine: result.x = bitfieldInsert(src0.x, src1.x, src2.x, src3.x); result.y = bitfieldInsert(src0.y, src1.y, src2.y, src3.y); result.z = bitfieldInsert(src0.z, src1.z, src2.z, src3.z); result.w = bitfieldInsert(src0.w, src1.w, src2.w, src3.w); into a single ir_quadop_bitfield_insert opcode, which operates on ivec4s. However, GLSL IR's opcodes currently require the bits and offset parameters to be scalar integers. So, this breaks. We want to be able to vectorize this eventually, but for now, just chicken out and make opt_vectorize() bail by marking all the bitfield insert/extract related opcodes as horizontal. This is a relatively uncommon case today, so we'll do the simple fix for stable branches, and fix it properly on master. Fixes assertion failures when compiling Shadow of Mordor vertex shaders on i965 in vec4 mode (where OptimizeForAOS enables opt_vectorize()). Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: [email protected]
* glsl: Don't add nir files to libglsl_la_SOURCESKristian Høgsberg Kristensen2016-01-083-4/+8
| | | | | | | | SCons doesn't understand nir yet and doesn't want to compile the glsl to nir pass. Move the files to their own variable so we can add it only for automake. Tested-by: Brian Paul <[email protected]>
* glsl: Move _mesa_shader_stage_to_string/abbrev to shader_enums.cKristian Høgsberg Kristensen2016-01-084-48/+56
| | | | | | | These are used by code that doesn't necessarily link to libglsl.la. Move them to shader_enums.[ch] where we keep similar helpers. Reviewed-by: Matt Turner <[email protected]>
* glsl: Move glsl_to_nir files to LIBGLSL_FILESKristian Høgsberg Kristensen2016-01-081-2/+2
| | | | | | | | | libglsl_la_SOURCES includes both NIR_FILES and LIBGLSL_FILES, so for libglsl.la consumers, this is a no-op. libnir.la however no longer uses any GLSL IR infrastructure and can be used without also linking to libglsl.la. Acked-by: Matt Turner <[email protected]>
* mesa: Map program UBOs and SSBOs to Interface BlocksJordan Justen2016-01-082-5/+30
| | | | | | | | | | v2: * Fill UboInterfaceBlockIndex and SsboInterfaceBlockIndex in split_ubos_and_ssbos (Iago) Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Juha-Pekka Heikkila <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* glsl: Ensure 64bits shift is used.Jose Fonseca2016-01-081-3/+3
| | | | | | | | | | I believe that `1u << x`, where x >= 32 yields undefined results according to the C standard. Particularly MSVC says `warning C4334: '<<' : result of 32-bit shift implicitly converted to 64 bits (was 64-bit shift intended?)`. Reviewed-by: Brian Paul <[email protected]>
* glsl: optionally declare gl_FragCoord & gl_FrontFacing as system valuesMarek Olšák2016-01-083-4/+13
| | | | | Reviewed-by: Edward O'Callaghan <[email protected] Reviewed-by: Brian Paul <[email protected]>
* nir/algebraic: Add more loweringJason Ekstrand2016-01-072-0/+10
| | | | | | | | | | | | This commit adds lowering options for the following opcodes: - nir_op_fmod - nir_op_bitfield_insert - nir_op_uadd_carry - nir_op_usub_borrow Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* nir/opcodes: Fix up uadd_carry and usub_borrowJason Ekstrand2016-01-071-2/+2
| | | | | | | | Both were defined as returning bool but the gpu_shader5 functions are defined to return int. Also, we had the parameters for usub borrwo backwards in the folding expression. Reviewed-by: Matt Turner <[email protected]>
* glsl: replace null check with assertTimothy Arceri2016-01-081-3/+1
| | | | | | | | This was added in 54f583a20 since then error handling has improved. The test this was added to fix now fails earlier since 01822706ec Reviewed-by: Matt Turner <[email protected]>
* glsl: Disallow vectorization of vector_insert/extract.Kenneth Graunke2016-01-061-0/+2
| | | | | | | | | | | | | | | | | | vector_insert takes a vector, a scalar location, and a scalar value, and produces a new vector with that component updated. As such, it can't be vectorized properly. vector_extract takes a vector and a scalar location, and returns that scalar component of the vector. Vectorization doesn't really make any sense. Treating both as horizontal operations makes sure the vectorizer won't try to touch these. Found by inspection. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: fix varying slot allocation for blocks and structs with explicit locationsTimothy Arceri2016-01-071-4/+5
| | | | | | | | | Previously each member was being counted as using a single slot, count_attribute_slots() fixes the count for array and struct members. Also don't assign a negitive to the unsigned expl_location variable. Reviewed-by: Ilia Mirkin <[email protected]>
* glsl: don't try adding built-ins to explicit locations bitmaskTimothy Arceri2016-01-071-1/+3
| | | | | Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: fix overlapping of varying locations for arrays and structsTimothy Arceri2016-01-071-12/+67
| | | | | | | | | | | | | | | | | | | | | Previously we were only reserving a single location for arrays and structs. We also didn't take into account implicit locations clashing with explicit locations when assigning locations for their arrays or structs. This patch fixes both issues. V5: fix regression for patch inputs/outputs in tessellation shaders V4: just use count_attribute_slots() to get the number of slots, also calculate the correct number of slots to reserve for gs and tess stages by making use of the new get_varying_type() helper. V3: handle arrays of structs V2: also fix for arrays of arrays and structs. Acked-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: create helper to remove outer vertex index array used by some stagesTimothy Arceri2016-01-071-10/+26
| | | | | | | | This will be used in the following patch for calculating array sizes correctly when reserving explicit varying locations. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: remove unused varyings before packing themTimothy Arceri2016-01-073-48/+54
| | | | | | | | | | | | | | | Previously we would pack varyings before trying to remove them, this relied on the packing pass not packing varyings with a location of -1 to avoid packing varyings that should be removed. However this meant unused varyings with an explicit location would be packed before they could be removed when we enable packing of them in a later patch. V2: fix regression in V1 removing unused varyings in multi-stage SSO, fix regression with single stage programs. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* nir: Add a lower_fdiv option, turn fdiv into fmul/frcp.Kenneth Graunke2016-01-052-0/+2
| | | | | | | | | | | | | | | | The nir_opt_algebraic rule (('fadd', ('flog2', a), ('fneg', ('flog2', b))), ('flog2', ('fdiv', a, b))), can produce new fdiv operations, which need to be lowered on i965, as we don't actually implement fdiv. (Normally, we handle this in GLSL IR's lower_instructions pass, but in the above case we introduce an fdiv after that point. So, make NIR do it for us.) Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: [email protected]
* glsl: don't change the varying type in validation codeTimothy Arceri2016-01-061-5/+0
| | | | | | | | There is a function dedicated to demoting unused varyings lets trust it to do its job. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: move lowering after matching validationTimothy Arceri2016-01-061-11/+11
| | | | | | | | After lowering the matching flag is_unmatched_generic_inout is lost so we need to move this validation before lowering. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: only add outward facing varyings to resourse list for SSOTimothy Arceri2016-01-061-7/+10
| | | | | | | | | An SSO program can have multiple stages and we only want to add the externally facing varyings. The current code was adding both the packed inputs and outputs for the first and last stage of each program. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>