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* mesa: set the gl_FragDepth layout in the GLSL linkerMarek Olšák2011-11-191-23/+6
| | | | | Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* ir_to_mesa: don't init unfirom if link failedYuanhan Liu2011-11-151-1/+3
| | | | | | | | | Don't call set_unfiform_initializers if link failed, or it would trigger a GL_INVALID_OPERATION error. That's not an expected behavior of glLinkProgram function. Signed-off-by: Yuanhan Liu <[email protected]> Reviewed-by: Paul Berry <[email protected]>
* glsl: Remove resource count checks from ir_to_mesa and st_glsl_to_tgsiIan Romanick2011-11-141-55/+0
| | | | | | | These checks are now performed by the linker. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa,glsl,mapi: Put extern "C" { ... } where appropriate.José Fonseca2011-11-094-11/+33
| | | | | Probably a several places missing, but enough to cover all headers (in)directly included by uniform_query.cpp, and fix the MSVC build.
* Delete code made dead by previous uniform related patchesIan Romanick2011-11-073-189/+0
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Rewrite the way uniforms are tracked and handledIan Romanick2011-11-072-25/+34
| | | | | | | | | | | | | | | | | | | | | Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*, glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the gl_uniform_storage structures in the gl_shader_program. A couple of notes: * Like most rewrite-the-world patches, this should be reviewed by applying the patch and examining the modified functions. * This leaves a lot of dead code around in linker.cpp and uniform_query.cpp. This will be deleted in the next patches. v2: Update the comment block (previously a FINISHME) in _mesa_uniform about generating GL_INVALID_VALUE when an out-of-range sampler index is specified. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* ir_to_mesa: Add _mesa_associate_uniform_storageIan Romanick2011-11-072-0/+76
| | | | | | | | Connects all of the gl_program_parameter structures with the correct gl_uniform_storage structures. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: Add string_to_uint_map::clear method to clear the mapIan Romanick2011-11-071-0/+8
| | | | | Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
* mesa: fix texture target mix-up in NV_fragment_program parserBrian Paul2011-11-031-7/+7
| | | | | | | | | | The returned value should be a texture target index, not a bit. I spotted this from seeing a new compiler warning caused by the increase in the number of texture targets. This has been broken for a long time. Note: This is a candidate for the 7.11 branch. Reviewed-by: Ian Romanick <[email protected]>
* mesa: add support for GL_OES_EGL_image_externalChia-I Wu2011-11-031-0/+3
| | | | | | | | | This is an OpenGL ES specific extension. External textures are textures that may be sampled from, but not be updated (no glTexSubImage* and etc.). The image data are taken from an EGLImage. Reviewed-by: Brian Paul <[email protected]> Acked-by: Jakob Bornecrantz <[email protected]>
* mesa, i965: prepare for more than 8 texture targetsChia-I Wu2011-11-032-2/+2
| | | | | | | | | 3-bit fields are used store texture target in several places. That will fail when TEXTURE_EXTERNAL_INDEX, which happends to be the 9th texture target, is added. Make them 4-bit fields. Reviewed-by: Brian Paul <[email protected]> Acked-by: Jakob Bornecrantz <[email protected]>
* ir_to_mesa: Let check_resources halt compilationIan Romanick2011-10-281-6/+17
| | | | | | | | | | | | | | | | Previously check_resources could fail, but we'd still try to optimize the shader, do device-specific code generation, etc. In some cases, this could explode (especially in the device-specific code generation). I haven't found that I could trigger this with the current code. When too many samplers were used with the new uniform handling code, I observed several crashes deep down in the driver. NOTE: This is candidate for the 7.11 branch. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41609 Cc: Eric Anholt <[email protected]> Reviewed-and-tested-by: Kenneth Graunke <[email protected]>
* mesa: Expose GLSL interpolation qualifiers in gl_fragment_program.Paul Berry2011-10-271-1/+1
| | | | | | | | | | | | | | | | | This patch makes GLSL interpolation qualifiers visible to drivers via the array InterpQualifier[] in gl_fragment_program, so that they can easily be used by driver back-ends to select the correct interpolation mode. Previous to this patch, the GLSL compiler was using the enum ir_variable_interpolation to represent interpolation types. Rather than make a duplicate enum in core mesa to represent the same thing, I moved the enum into mtypes.h and renamed it to be more consistent with the other enums defined there. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* ir_to_mesa: Use uniform_field_visitor to add all struct fields to parameter listIan Romanick2011-10-251-12/+38
| | | | | | | | | | | | | | Previously the uniform was passed as single, whole structure to _mesa_add_parameter. This was completely bogus and resulted in a DataType of 0 (instead of a valid GLSL type enum). Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980 Tested-by: Brian Paul <[email protected]> Cc: Bryan Cain <[email protected]> Cc: Vinson Lee <[email protected]> Cc: José Fonseca <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add uniform_locations_assigned parameter to do_dead_code opt passIan Romanick2011-10-251-2/+4
| | | | | | | | | | | | | | | | | Setting this flag prevents declarations of uniforms from being removed from the IR. Since the IR is directly used by several API functions that query uniforms in shaders, uniform declarations cannot be removed after the locations have been set. However, it should still be safe to reorder the declarations (this is not tested). Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980 Tested-by: Brian Paul <[email protected]> Reviewed-by: Bryan Cain <[email protected]> Cc: Vinson Lee <[email protected]> Cc: José Fonseca <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Yuanhan Liu <[email protected]>
* ir_to_mesa: Generate gl_program_parameter list by walking the GLSL IR.Ian Romanick2011-10-182-100/+70
| | | | | | | | | | | | | Generate the program parameters list by walking the IR instead of by walking the list of linked uniforms. This simplifies the code quite a bit, and is probably a bit more correct. The list of linked uniforms should really only be used by the GL API to interact with the application. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: Bryan Cain <[email protected]> Cc: Eric Anholt <[email protected]>
* ir_to_mesa: Move some things outside the 'extern "C"' blocksIan Romanick2011-10-182-7/+8
| | | | | | | | | | | 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]>
* mesa: Simplify uniform debug logging logicIan Romanick2011-10-182-4/+3
| | | | | | | | | This simplificiation was enabled by the earlier refactors that eliminated the references to the assembly shaders stored in the gl_shader_program structure. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Convert fixed function fragment program generator to GLSL IR.Eric Anholt2011-10-181-1/+1
| | | | | | | | This is a step towards providing a direct route for drivers accepting GLSL IR for codegen. Perhaps more importantly, it runs the fixed function fragment program through the GLSL IR optimization. Having seen how easy it is to make ugly fixed function texenv code that can do unnecessary work, this may improve real applicatinos.
* hash_table: Make string_to_uint_map make a copy of the nameIan Romanick2011-10-101-1/+17
| | | | | | | | | | | | The hash table needs a copy of the key that it can keep for comparisons during searches. Signed-off-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41499 Cc: Stéphane Marchesin <[email protected]> Tested-by: Luzipher <[email protected]> Tested-by: Michał Lipski <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Remove unused function _mesa_append_uniformIan Romanick2011-10-072-78/+0
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Simplify calling Driver.ProgramStringNotify after previous refactorsIan Romanick2011-10-071-22/+11
| | | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of FragmentProgramIan Romanick2011-10-071-4/+2
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of GeometryProgramIan Romanick2011-10-071-3/+2
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use gl_shader_program::_LinkedShaders instead of VertexProgramIan Romanick2011-10-071-3/+2
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Remove unused gl_program::AttributesIan Romanick2011-10-042-14/+0
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Determine GL_ACTIVE_ATTRIBUTE_MAX_LENGTH by walking the GLSL IR.Ian Romanick2011-10-042-26/+0
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Add string_to_uint_map facade classIan Romanick2011-10-042-1/+120
| | | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Acked-by: Paul Berry <[email protected]>
* mesa: Add hash_table_replaceIan Romanick2011-10-042-0/+40
| | | | | | | hash_table_replace doesn't use get_node to avoid having to hash the key twice. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* ir_to_mesa: Don't assertion fail on integer modulus.Kenneth Graunke2011-10-021-1/+4
| | | | | | | | | | | Drivers implementing GLSL 1.30 want to do integer modulus, and until we can stop generating code via ir_to_mesa, it's easier to make it silently generate rubbish code. Multiply will do. Signed-off-by: Kenneth Graunke <[email protected]> Tested-by: Ian Romanick <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* mesa: s/INLINE/inline/Brian Paul2011-10-013-17/+17
| | | | | | | INLINE is still seen in some files (some generated files, etc) but this is a good start. Acked-by: Kenneth Graunke <[email protected]>
* mesa: Refactor hash_table_{find,remove} to share some codeIan Romanick2011-09-301-16/+16
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Document an odd side-effect of hash_table_insertIan Romanick2011-09-301-0/+5
| | | | | Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Remove unused field gl_program::VaryingIan Romanick2011-09-302-7/+0
| | | | | | | Lots of things set and copy this field around, but nothing uses it. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Use Add linker_error instead of fail_linkIan Romanick2011-09-301-14/+3
| | | | | | | See also 8aadd89. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: add _NEW_CURRENT_ATTRIB in _mesa_program_state_flags()Brian Paul2011-09-301-2/+5
| | | | | | | | | | | | If color material mode is enabled, constant buffer entries related to the material coefficients will depend on glColor. So add _NEW_CURRENT_ATTRIB to the bitset returned for material-related constants in _mesa_program_state_flags(). This fixes a bug exercised by the new piglit draw-arrays-colormaterial test. Note: This is a candidate for the 7.11 branch.
* ir_to_mesa: Don't assertion fail on remaining GLSL 1.30 ops.Eric Anholt2011-09-281-2/+10
| | | | | | | | | | For hardware drivers, we only have ir_to_mesa called for the purposes of potential swrast fallbacks (basically never on a 1.30 driver), which we don't really care about. This will allow 1.30 to be implemented without rewriting swrast for it. Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* mesa: Add a flag to indicate whether a program uses gl_ClipDistance.Paul Berry2011-09-231-0/+2
| | | | | | | | | | | | | | | | | | 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]>
* i965/fs: Implement texelFetch() on Ironlake and Sandybridge.Kenneth Graunke2011-09-191-3/+2
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* ir_to_mesa: fix shadow2DArray comparisonMarek Olšák2011-09-101-3/+14
| | | | | | The depth should be in W. v2: adjust the assertion, add a comment
* nvprogram: Silence "warning: unused parameter ‘ctx’"Ian Romanick2011-09-091-1/+1
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* mesa: Replace the EmitNoIfs compiler flag with a MaxIfDepth flag.Bryan Cain2011-08-311-4/+4
| | | | | | | This is a better, more fine-grained way of lowering if statements. Fixes the game And Yet It Moves on nv50. Reviewed-by: Ian Romanick <[email protected]>
* glsl: Use a separate div_to_mul_rcp lowering flag for integers.Bryan Cain2011-08-311-1/+1
| | | | | | | | | | | | | | 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]>
* mesa: Make the gl_constant_value's bool occupy the same space as float/int.Eric Anholt2011-08-301-1/+1
| | | | | | | | | At least for Intel, all our uniform components are of uint32_t size, either float or signed or unsigned int. For uploading uniform data in the driver, it's much easier to upload a full dword per uniform element instead of trying to pick out the bool byte and then fill in the top 3 bytes of pad with 0. Reviewed-by: Kenneth Graunke <[email protected]>
* Change return type of try_emit_* methods to bool.Kai Wasserbäch2011-08-251-4/+4
| | | | | | | | | | | Ian Romanick explained (Message-Id: <[email protected]>), that the return type of non-API methods shouldn't use GLboolean but a standard C++ bool. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Bryan Cain <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Kai Wasserbäch <[email protected]>
* i965/fs: Implement textureSize (TXS) on Gen5+.Kenneth Graunke2011-08-231-2/+5
| | | | | Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Add a new ir_txs (textureSize) opcode to ir_texture.Kenneth Graunke2011-08-231-0/+1
| | | | | | | | One unique aspect of TXS is that it doesn't have a coordinate. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* ir_to_mesa: Remove incorrect usage of the 'struct' keyword on classes.Kenneth Graunke2011-08-191-2/+2
| | | | Signed-off-by: Kenneth Graunke <[email protected]>
* mesa: set Q=1 for OPCODE_TEX executionBrian Paul2011-08-191-0/+8
| | | | | | | | | | | Q should not be significant for OPCODE_TEX, but it winds up getting passed to the compute_lambda() function. Make sure it's 1.0 to prevent garbage values, which is effectively what we get when the swizzle is coord.xyzz (which is what GLSL gives us). Part of the fix for piglit's fbo-generatemipmap-array test. Reviewed-by: Ian Romanick <[email protected]>
* mesa: Bump instruction execution limit to 65536Ian Romanick2011-08-161-1/+1
| | | | | | | | | | | Shader Model 3.0[1] requires that shaders be able to execute at least 65536 instructions. Bump Mesa maxExec to that limit. This allows several vertex shaders in the OpenGL ES 2.0 conformance test suite to run to completion. 1: http://en.wikipedia.org/wiki/High_Level_Shader_Language Reviewed-by: Eric Anholt <[email protected]>