mesa/src/compiler/glsl/glsl_parser_extras.cpp

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2010-02-22 13:19:34 -08:00
/*
* Copyright © 2008, 2009 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <inttypes.h> /* for PRIx64 macro */
2010-02-22 13:19:34 -08:00
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <assert.h>
#include "main/context.h"
#include "main/debug_output.h"
#include "main/formats.h"
#include "main/shaderobj.h"
#include "util/u_atomic.h" /* for p_atomic_cmpxchg */
#include "util/ralloc.h"
#include "util/disk_cache.h"
#include "util/mesa-sha1.h"
2010-02-22 13:19:34 -08:00
#include "ast.h"
#include "glsl_parser_extras.h"
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#include "glsl_parser.h"
#include "ir_optimization.h"
#include "loop_analysis.h"
#include "builtin_functions.h"
2010-02-22 13:19:34 -08:00
/**
* Format a short human-readable description of the given GLSL version.
*/
const char *
glsl_compute_version_string(void *mem_ctx, bool is_es, unsigned version)
{
return ralloc_asprintf(mem_ctx, "GLSL%s %d.%02d", is_es ? " ES" : "",
version / 100, version % 100);
}
static const unsigned known_desktop_glsl_versions[] =
{ 110, 120, 130, 140, 150, 330, 400, 410, 420, 430, 440, 450, 460 };
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
static const unsigned known_desktop_gl_versions[] =
{ 20, 21, 30, 31, 32, 33, 40, 41, 42, 43, 44, 45, 46 };
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
gl_shader_stage stage,
void *mem_ctx)
: ctx(_ctx), cs_input_local_size_specified(false), cs_input_local_size(),
switch_state(), warnings_enabled(true)
{
assert(stage < MESA_SHADER_STAGES);
this->stage = stage;
this->scanner = NULL;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
this->linalloc = linear_alloc_parent(this, 0);
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
glsl: Generate IR for switch statements Up until now modifying the GLSL compiler has been pretty straightforward. This is where things get interesting. But still pretty straightforward. Switch statements can be thought of a series of if/then/else statements. Case labels are compared with the value of a test expression and the case statements are executed if the comparison is true. There are a couple of aspects of switch statements that complicate this simple view of the world. The primary one is that cases can fall through sequentially to subsequent case, unless a break statement is encountered, in which case, the switch statement exits completely. But break handling is further complicated by the fact that a break statement can impact the exit of a loop. Thus, we need to coordinate break processing between switch statements and loop statements. The code generated by a switch statement maintains three temporary state variables: int test_value; bool is_fallthru; bool is_break; test_value is initialized to the value of the test expression at the head of the switch statement. This is the value that case labels are compared against. is_fallthru is used to sequentially fall through to subsequent cases and is initialized to false. When a case label matches the test expression, this state variable is set to true. It will also be forced to false if a break statement has been encountered. This forcing to false on break MUST be after every case test. In practice, we defer that forcing to immediately after the last case comparison prior to executing a case statement, but that is an optimization. is_break is used to indicate that a break statement has been executed and is initialized to false. When a break statement is encountered, it is set to true. This state variable is then used to conditionally force is_fallthru to to false to prevent subsequent case statements from executing. Code generation for break statements depends on whether the break statement is inside a switch statement or inside a loop statement. If it inside a loop statement is inside a break statement, the same code as before gets generated. But if a switch statement is inside a loop statement, code is emitted to set the is_break state to true. Just as ASTs for loop statements are managed in a stack-like manner to handle nesting, we also add a bool to capture the innermost switch or loop condition. Note that we still need to maintain a loop AST stack to properly handle for-loop code generation on a continue statement. Technically, we don't (yet) need a switch AST stack, but I am using one for orthogonality with loop statements, in anticipation of future use. Note that a simple boolean stack would have sufficed. We will illustrate a switch statement with its analogous conditional code that a switch statement corresponds to by examining an example. Consider the following switch statement: switch (42) { case 0: case 1: gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0); case 2: case 3: gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0); break; case 4: default: gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } Note that case 0 and case 1 fall through to cases 2 and 3 if they occur. Note that case 4 and the default case must be reached explicitly, since cases 2 and 3 break at the end of their case. Finally, note that case 4 and the default case don't break but simply fall through to the end of the switch. For this code, the equivalent code can be expressed as: int test_val = 42; // capture value of test expression bool is_fallthru = false; // prevent initial fall through bool is_break = false; // capture the execution of a break stmt is_fallthru |= (test_val == 0); // enable fallthru on case 0 is_fallthru |= (test_val == 1); // enable fallthru on case 1 is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(1.0, 2.0, 3.0, 4.0); } is_fallthru |= (test_val == 2); // enable fallthru on case 2 is_fallthru |= (test_val == 3); // enable fallthru on case 3 is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(4.0, 3.0, 2.0, 1.0); is_break = true; // inhibit all subsequent fallthru for break } is_fallthru |= (test_val == 4); // enable fallthru on case 4 is_fallthru = true; // enable fallthru for default case is_fallthru &= !is_break; // inhibit fallthru on previous break if (is_fallthru) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } The code generate for |= and &= uses the conditional assignment capabilities of the IR. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2011-11-07 16:17:58 -08:00
this->loop_nesting_ast = NULL;
this->uses_builtin_functions = false;
/* Set default language version and extensions */
this->language_version = 110;
this->forced_language_version = ctx->Const.ForceGLSLVersion;
this->zero_init = ctx->Const.GLSLZeroInit;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->gl_version = 20;
this->compat_shader = true;
this->es_shader = false;
this->ARB_texture_rectangle_enable = true;
/* OpenGL ES 2.0 has different defaults from desktop GL. */
if (ctx->API == API_OPENGLES2) {
this->language_version = 100;
this->es_shader = true;
this->ARB_texture_rectangle_enable = false;
}
this->extensions = &ctx->Extensions;
this->Const.MaxLights = ctx->Const.MaxLights;
this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
this->Const.MaxVertexAttribs = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs;
this->Const.MaxVertexUniformComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents;
this->Const.MaxVertexTextureImageUnits = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits;
this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
this->Const.MaxTextureImageUnits = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
this->Const.MaxFragmentUniformComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents;
this->Const.MinProgramTexelOffset = ctx->Const.MinProgramTexelOffset;
this->Const.MaxProgramTexelOffset = ctx->Const.MaxProgramTexelOffset;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
this->Const.MaxDualSourceDrawBuffers = ctx->Const.MaxDualSourceDrawBuffers;
/* 1.50 constants */
this->Const.MaxVertexOutputComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
this->Const.MaxGeometryInputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents;
this->Const.MaxGeometryOutputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
this->Const.MaxGeometryShaderInvocations = ctx->Const.MaxGeometryShaderInvocations;
this->Const.MaxFragmentInputComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents;
this->Const.MaxGeometryTextureImageUnits = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits;
this->Const.MaxGeometryOutputVertices = ctx->Const.MaxGeometryOutputVertices;
this->Const.MaxGeometryTotalOutputComponents = ctx->Const.MaxGeometryTotalOutputComponents;
this->Const.MaxGeometryUniformComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents;
this->Const.MaxVertexAtomicCounters = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters;
this->Const.MaxTessControlAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicCounters;
this->Const.MaxTessEvaluationAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicCounters;
this->Const.MaxGeometryAtomicCounters = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters;
this->Const.MaxFragmentAtomicCounters = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
this->Const.MaxComputeAtomicCounters = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters;
this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters;
this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings;
this->Const.MaxVertexAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers;
this->Const.MaxTessControlAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers;
this->Const.MaxTessEvaluationAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers;
this->Const.MaxGeometryAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers;
this->Const.MaxFragmentAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
this->Const.MaxComputeAtomicCounterBuffers =
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers;
this->Const.MaxCombinedAtomicCounterBuffers =
ctx->Const.MaxCombinedAtomicBuffers;
this->Const.MaxAtomicCounterBufferSize =
ctx->Const.MaxAtomicBufferSize;
/* ARB_enhanced_layouts constants */
this->Const.MaxTransformFeedbackBuffers = ctx->Const.MaxTransformFeedbackBuffers;
this->Const.MaxTransformFeedbackInterleavedComponents = ctx->Const.MaxTransformFeedbackInterleavedComponents;
/* Compute shader constants */
for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupCount); i++)
this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[i];
for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupSize); i++)
this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i];
this->Const.MaxComputeTextureImageUnits = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
this->Const.MaxComputeUniformComponents = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformComponents;
this->Const.MaxImageUnits = ctx->Const.MaxImageUnits;
this->Const.MaxCombinedShaderOutputResources = ctx->Const.MaxCombinedShaderOutputResources;
this->Const.MaxImageSamples = ctx->Const.MaxImageSamples;
this->Const.MaxVertexImageUniforms = ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms;
this->Const.MaxTessControlImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms;
this->Const.MaxTessEvaluationImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms;
this->Const.MaxGeometryImageUniforms = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxImageUniforms;
this->Const.MaxFragmentImageUniforms = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms;
this->Const.MaxComputeImageUniforms = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms;
this->Const.MaxCombinedImageUniforms = ctx->Const.MaxCombinedImageUniforms;
/* ARB_viewport_array */
this->Const.MaxViewports = ctx->Const.MaxViewports;
/* tessellation shader constants */
this->Const.MaxPatchVertices = ctx->Const.MaxPatchVertices;
this->Const.MaxTessGenLevel = ctx->Const.MaxTessGenLevel;
this->Const.MaxTessControlInputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents;
this->Const.MaxTessControlOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents;
this->Const.MaxTessControlTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits;
this->Const.MaxTessEvaluationInputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents;
this->Const.MaxTessEvaluationOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents;
this->Const.MaxTessEvaluationTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits;
this->Const.MaxTessPatchComponents = ctx->Const.MaxTessPatchComponents;
this->Const.MaxTessControlTotalOutputComponents = ctx->Const.MaxTessControlTotalOutputComponents;
this->Const.MaxTessControlUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxUniformComponents;
this->Const.MaxTessEvaluationUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxUniformComponents;
/* GL 4.5 / OES_sample_variables */
this->Const.MaxSamples = ctx->Const.MaxSamples;
this->current_function = NULL;
this->toplevel_ir = NULL;
this->found_return = false;
this->found_begin_interlock = false;
this->found_end_interlock = false;
this->all_invariant = false;
this->user_structures = NULL;
this->num_user_structures = 0;
this->num_subroutines = 0;
this->subroutines = NULL;
this->num_subroutine_types = 0;
this->subroutine_types = NULL;
/* supported_versions should be large enough to support the known desktop
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
* GLSL versions plus 4 GLES versions (ES 1.00, ES 3.00, ES 3.10, ES 3.20)
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
STATIC_ASSERT((ARRAY_SIZE(known_desktop_glsl_versions) + 4) ==
ARRAY_SIZE(this->supported_versions));
/* Populate the list of supported GLSL versions */
/* FINISHME: Once the OpenGL 3.0 'forward compatible' context or
* the OpenGL 3.2 Core context is supported, this logic will need
* change. Older versions of GLSL are no longer supported
* outside the compatibility contexts of 3.x.
*/
this->num_supported_versions = 0;
if (_mesa_is_desktop_gl(ctx)) {
for (unsigned i = 0; i < ARRAY_SIZE(known_desktop_glsl_versions); i++) {
if (known_desktop_glsl_versions[i] <= ctx->Const.GLSLVersion) {
this->supported_versions[this->num_supported_versions].ver
= known_desktop_glsl_versions[i];
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->supported_versions[this->num_supported_versions].gl_ver
= known_desktop_gl_versions[i];
this->supported_versions[this->num_supported_versions].es = false;
this->num_supported_versions++;
}
}
}
if (ctx->API == API_OPENGLES2 || ctx->Extensions.ARB_ES2_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 100;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->supported_versions[this->num_supported_versions].gl_ver = 20;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
if (_mesa_is_gles3(ctx) || ctx->Extensions.ARB_ES3_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 300;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->supported_versions[this->num_supported_versions].gl_ver = 30;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
if (_mesa_is_gles31(ctx) || ctx->Extensions.ARB_ES3_1_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 310;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->supported_versions[this->num_supported_versions].gl_ver = 31;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
if ((ctx->API == API_OPENGLES2 && ctx->Version >= 32) ||
ctx->Extensions.ARB_ES3_2_compatibility) {
this->supported_versions[this->num_supported_versions].ver = 320;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->supported_versions[this->num_supported_versions].gl_ver = 32;
this->supported_versions[this->num_supported_versions].es = true;
this->num_supported_versions++;
}
/* Create a string for use in error messages to tell the user which GLSL
* versions are supported.
*/
char *supported = ralloc_strdup(this, "");
for (unsigned i = 0; i < this->num_supported_versions; i++) {
unsigned ver = this->supported_versions[i].ver;
const char *const prefix = (i == 0)
? ""
: ((i == this->num_supported_versions - 1) ? ", and " : ", ");
const char *const suffix = (this->supported_versions[i].es) ? " ES" : "";
ralloc_asprintf_append(& supported, "%s%u.%02u%s",
prefix,
ver / 100, ver % 100,
suffix);
}
this->supported_version_string = supported;
if (ctx->Const.ForceGLSLExtensionsWarn)
_mesa_glsl_process_extension("all", NULL, "warn", NULL, this);
this->default_uniform_qualifier = new(this) ast_type_qualifier();
this->default_uniform_qualifier->flags.q.shared = 1;
this->default_uniform_qualifier->flags.q.column_major = 1;
this->default_shader_storage_qualifier = new(this) ast_type_qualifier();
this->default_shader_storage_qualifier->flags.q.shared = 1;
this->default_shader_storage_qualifier->flags.q.column_major = 1;
this->fs_uses_gl_fragcoord = false;
this->fs_redeclares_gl_fragcoord = false;
this->fs_origin_upper_left = false;
this->fs_pixel_center_integer = false;
this->fs_redeclares_gl_fragcoord_with_no_layout_qualifiers = false;
this->gs_input_prim_type_specified = false;
this->tcs_output_vertices_specified = false;
this->gs_input_size = 0;
this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
this->fs_early_fragment_tests = false;
this->fs_inner_coverage = false;
this->fs_post_depth_coverage = false;
this->fs_pixel_interlock_ordered = false;
this->fs_pixel_interlock_unordered = false;
this->fs_sample_interlock_ordered = false;
this->fs_sample_interlock_unordered = false;
this->fs_blend_support = 0;
memset(this->atomic_counter_offsets, 0,
sizeof(this->atomic_counter_offsets));
this->allow_extension_directive_midshader =
ctx->Const.AllowGLSLExtensionDirectiveMidShader;
this->allow_builtin_variable_redeclaration =
ctx->Const.AllowGLSLBuiltinVariableRedeclaration;
this->allow_layout_qualifier_on_function_parameter =
ctx->Const.AllowLayoutQualifiersOnFunctionParameters;
this->cs_input_local_size_variable_specified = false;
/* ARB_bindless_texture */
this->bindless_sampler_specified = false;
this->bindless_image_specified = false;
this->bound_sampler_specified = false;
this->bound_image_specified = false;
}
/**
* Determine whether the current GLSL version is sufficiently high to support
* a certain feature, and generate an error message if it isn't.
*
* \param required_glsl_version and \c required_glsl_es_version are
* interpreted as they are in _mesa_glsl_parse_state::is_version().
*
* \param locp is the parser location where the error should be reported.
*
* \param fmt (and additional arguments) constitute a printf-style error
* message to report if the version check fails. Information about the
* current and required GLSL versions will be appended. So, for example, if
* the GLSL version being compiled is 1.20, and check_version(130, 300, locp,
* "foo unsupported") is called, the error message will be "foo unsupported in
* GLSL 1.20 (GLSL 1.30 or GLSL 3.00 ES required)".
*/
bool
_mesa_glsl_parse_state::check_version(unsigned required_glsl_version,
unsigned required_glsl_es_version,
YYLTYPE *locp, const char *fmt, ...)
{
if (this->is_version(required_glsl_version, required_glsl_es_version))
return true;
va_list args;
va_start(args, fmt);
char *problem = ralloc_vasprintf(this, fmt, args);
va_end(args);
const char *glsl_version_string
= glsl_compute_version_string(this, false, required_glsl_version);
const char *glsl_es_version_string
= glsl_compute_version_string(this, true, required_glsl_es_version);
const char *requirement_string = "";
if (required_glsl_version && required_glsl_es_version) {
requirement_string = ralloc_asprintf(this, " (%s or %s required)",
glsl_version_string,
glsl_es_version_string);
} else if (required_glsl_version) {
requirement_string = ralloc_asprintf(this, " (%s required)",
glsl_version_string);
} else if (required_glsl_es_version) {
requirement_string = ralloc_asprintf(this, " (%s required)",
glsl_es_version_string);
}
_mesa_glsl_error(locp, this, "%s in %s%s",
problem, this->get_version_string(),
requirement_string);
return false;
}
/**
* Process a GLSL #version directive.
*
* \param version is the integer that follows the #version token.
*
* \param ident is a string identifier that follows the integer, if any is
* present. Otherwise NULL.
*/
void
_mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
const char *ident)
{
bool es_token_present = false;
bool compat_token_present = false;
if (ident) {
if (strcmp(ident, "es") == 0) {
es_token_present = true;
} else if (version >= 150) {
if (strcmp(ident, "core") == 0) {
/* Accept the token. There's no need to record that this is
* a core profile shader since that's the only profile we support.
*/
} else if (strcmp(ident, "compatibility") == 0) {
compat_token_present = true;
if (this->ctx->API != API_OPENGL_COMPAT) {
_mesa_glsl_error(locp, this,
"the compatibility profile is not supported");
}
} else {
_mesa_glsl_error(locp, this,
"\"%s\" is not a valid shading language profile; "
"if present, it must be \"core\"", ident);
}
} else {
_mesa_glsl_error(locp, this,
"illegal text following version number");
}
}
this->es_shader = es_token_present;
if (version == 100) {
if (es_token_present) {
_mesa_glsl_error(locp, this,
"GLSL 1.00 ES should be selected using "
"`#version 100'");
} else {
this->es_shader = true;
}
}
if (this->es_shader) {
this->ARB_texture_rectangle_enable = false;
}
if (this->forced_language_version)
this->language_version = this->forced_language_version;
else
this->language_version = version;
this->compat_shader = compat_token_present ||
(this->ctx->API == API_OPENGL_COMPAT &&
this->language_version == 140) ||
(!this->es_shader && this->language_version < 140);
bool supported = false;
for (unsigned i = 0; i < this->num_supported_versions; i++) {
if (this->supported_versions[i].ver == this->language_version
&& this->supported_versions[i].es == this->es_shader) {
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
this->gl_version = this->supported_versions[i].gl_ver;
supported = true;
break;
}
}
if (!supported) {
_mesa_glsl_error(locp, this, "%s is not supported. "
"Supported versions are: %s",
this->get_version_string(),
this->supported_version_string);
/* On exit, the language_version must be set to a valid value.
* Later calls to _mesa_glsl_initialize_types will misbehave if
* the version is invalid.
*/
switch (this->ctx->API) {
case API_OPENGL_COMPAT:
case API_OPENGL_CORE:
this->language_version = this->ctx->Const.GLSLVersion;
break;
case API_OPENGLES:
assert(!"Should not get here.");
/* FALLTHROUGH */
case API_OPENGLES2:
this->language_version = 100;
break;
}
}
}
/* This helper function will append the given message to the shader's
info log and report it via GL_ARB_debug_output. Per that extension,
'type' is one of the enum values classifying the message, and
'id' is the implementation-defined ID of the given message. */
static void
_mesa_glsl_msg(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
GLenum type, const char *fmt, va_list ap)
{
bool error = (type == MESA_DEBUG_TYPE_ERROR);
GLuint msg_id = 0;
assert(state->info_log != NULL);
/* Get the offset that the new message will be written to. */
int msg_offset = strlen(state->info_log);
if (locp->path) {
ralloc_asprintf_append(&state->info_log, "\"%s\"", locp->path);
} else {
ralloc_asprintf_append(&state->info_log, "%u", locp->source);
}
ralloc_asprintf_append(&state->info_log, ":%u(%u): %s: ",
locp->first_line, locp->first_column,
error ? "error" : "warning");
ralloc_vasprintf_append(&state->info_log, fmt, ap);
const char *const msg = &state->info_log[msg_offset];
struct gl_context *ctx = state->ctx;
/* Report the error via GL_ARB_debug_output. */
_mesa_shader_debug(ctx, type, &msg_id, msg);
ralloc_strcat(&state->info_log, "\n");
}
2010-02-22 13:19:34 -08:00
void
_mesa_glsl_error(YYLTYPE *locp, _mesa_glsl_parse_state *state,
const char *fmt, ...)
2010-02-22 13:19:34 -08:00
{
va_list ap;
state->error = true;
2010-02-22 13:19:34 -08:00
va_start(ap, fmt);
_mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_ERROR, fmt, ap);
2010-02-22 13:19:34 -08:00
va_end(ap);
}
void
_mesa_glsl_warning(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
const char *fmt, ...)
{
if (state->warnings_enabled) {
va_list ap;
va_start(ap, fmt);
_mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_OTHER, fmt, ap);
va_end(ap);
}
}
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
/**
* Enum representing the possible behaviors that can be specified in
* an #extension directive.
*/
enum ext_behavior {
extension_disable,
extension_enable,
extension_require,
extension_warn
};
/**
* Element type for _mesa_glsl_supported_extensions
*/
struct _mesa_glsl_extension {
/**
* Name of the extension when referred to in a GLSL extension
* statement
*/
const char *name;
/**
* Whether this extension is a part of AEP
*/
bool aep;
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
/**
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
* Predicate that checks whether the relevant extension is available for
* this context.
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
bool (*available_pred)(const struct gl_context *,
gl_api api, uint8_t version);
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
/**
* Flag in the _mesa_glsl_parse_state struct that should be set
* when this extension is enabled.
*
* See note in _mesa_glsl_extension::supported_flag about "pointer
* to member" types.
*/
bool _mesa_glsl_parse_state::* enable_flag;
/**
* Flag in the _mesa_glsl_parse_state struct that should be set
* when the shader requests "warn" behavior for this extension.
*
* See note in _mesa_glsl_extension::supported_flag about "pointer
* to member" types.
*/
bool _mesa_glsl_parse_state::* warn_flag;
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
bool compatible_with_state(const _mesa_glsl_parse_state *state,
gl_api api, uint8_t gl_version) const;
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
void set_flags(_mesa_glsl_parse_state *state, ext_behavior behavior) const;
};
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
/** Checks if the context supports a user-facing extension */
#define EXT(name_str, driver_cap, ...) \
static UNUSED bool \
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
has_##name_str(const struct gl_context *ctx, gl_api api, uint8_t version) \
{ \
return ctx->Extensions.driver_cap && (version >= \
_mesa_extension_table[MESA_EXTENSION_##name_str].version[api]); \
}
#include "main/extensions_table.h"
#undef EXT
#define EXT(NAME) \
{ "GL_" #NAME, false, has_##NAME, \
&_mesa_glsl_parse_state::NAME##_enable, \
&_mesa_glsl_parse_state::NAME##_warn }
#define EXT_AEP(NAME) \
{ "GL_" #NAME, true, has_##NAME, \
&_mesa_glsl_parse_state::NAME##_enable, \
&_mesa_glsl_parse_state::NAME##_warn }
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
/**
* Table of extensions that can be enabled/disabled within a shader,
* and the conditions under which they are supported.
*/
static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
/* ARB extensions go here, sorted alphabetically.
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_ES3_1_compatibility),
EXT(ARB_ES3_2_compatibility),
EXT(ARB_arrays_of_arrays),
EXT(ARB_bindless_texture),
EXT(ARB_compatibility),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_compute_shader),
EXT(ARB_compute_variable_group_size),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_conservative_depth),
EXT(ARB_cull_distance),
EXT(ARB_derivative_control),
EXT(ARB_draw_buffers),
EXT(ARB_draw_instanced),
EXT(ARB_enhanced_layouts),
EXT(ARB_explicit_attrib_location),
EXT(ARB_explicit_uniform_location),
EXT(ARB_fragment_coord_conventions),
EXT(ARB_fragment_layer_viewport),
EXT(ARB_fragment_shader_interlock),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_gpu_shader5),
EXT(ARB_gpu_shader_fp64),
EXT(ARB_gpu_shader_int64),
EXT(ARB_post_depth_coverage),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_sample_shading),
EXT(ARB_separate_shader_objects),
EXT(ARB_shader_atomic_counter_ops),
EXT(ARB_shader_atomic_counters),
EXT(ARB_shader_ballot),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_shader_bit_encoding),
EXT(ARB_shader_clock),
EXT(ARB_shader_draw_parameters),
EXT(ARB_shader_group_vote),
EXT(ARB_shader_image_load_store),
EXT(ARB_shader_image_size),
EXT(ARB_shader_precision),
EXT(ARB_shader_stencil_export),
EXT(ARB_shader_storage_buffer_object),
EXT(ARB_shader_subroutine),
EXT(ARB_shader_texture_image_samples),
EXT(ARB_shader_texture_lod),
EXT(ARB_shader_viewport_layer_array),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_shading_language_420pack),
EXT(ARB_shading_language_include),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(ARB_shading_language_packing),
EXT(ARB_tessellation_shader),
EXT(ARB_texture_cube_map_array),
EXT(ARB_texture_gather),
EXT(ARB_texture_multisample),
EXT(ARB_texture_query_levels),
EXT(ARB_texture_query_lod),
EXT(ARB_texture_rectangle),
EXT(ARB_uniform_buffer_object),
EXT(ARB_vertex_attrib_64bit),
EXT(ARB_viewport_array),
/* KHR extensions go here, sorted alphabetically.
*/
EXT_AEP(KHR_blend_equation_advanced),
/* OES extensions go here, sorted alphabetically.
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(OES_EGL_image_external),
EXT(OES_EGL_image_external_essl3),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(OES_geometry_point_size),
EXT(OES_geometry_shader),
EXT(OES_gpu_shader5),
EXT(OES_primitive_bounding_box),
EXT_AEP(OES_sample_variables),
EXT_AEP(OES_shader_image_atomic),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(OES_shader_io_blocks),
EXT_AEP(OES_shader_multisample_interpolation),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(OES_standard_derivatives),
EXT(OES_tessellation_point_size),
EXT(OES_tessellation_shader),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(OES_texture_3D),
EXT(OES_texture_buffer),
EXT(OES_texture_cube_map_array),
EXT_AEP(OES_texture_storage_multisample_2d_array),
EXT(OES_viewport_array),
/* All other extensions go here, sorted alphabetically.
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(AMD_conservative_depth),
EXT(AMD_gpu_shader_int64),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(AMD_shader_stencil_export),
EXT(AMD_shader_trinary_minmax),
EXT(AMD_texture_texture4),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(AMD_vertex_shader_layer),
EXT(AMD_vertex_shader_viewport_index),
EXT(ANDROID_extension_pack_es31a),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_blend_func_extended),
EXT(EXT_demote_to_helper_invocation),
EXT(EXT_frag_depth),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_draw_buffers),
EXT(EXT_clip_cull_distance),
EXT(EXT_geometry_point_size),
EXT_AEP(EXT_geometry_shader),
EXT(EXT_gpu_shader4),
EXT_AEP(EXT_gpu_shader5),
EXT_AEP(EXT_primitive_bounding_box),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_separate_shader_objects),
EXT(EXT_shader_framebuffer_fetch),
EXT(EXT_shader_framebuffer_fetch_non_coherent),
EXT(EXT_shader_image_load_formatted),
EXT(EXT_shader_image_load_store),
EXT(EXT_shader_implicit_conversions),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_shader_integer_mix),
EXT_AEP(EXT_shader_io_blocks),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_shader_samples_identical),
EXT(EXT_tessellation_point_size),
EXT_AEP(EXT_tessellation_shader),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(EXT_texture_array),
EXT_AEP(EXT_texture_buffer),
EXT_AEP(EXT_texture_cube_map_array),
EXT(EXT_texture_query_lod),
EXT(EXT_texture_shadow_lod),
EXT(INTEL_conservative_rasterization),
EXT(INTEL_shader_atomic_float_minmax),
EXT(INTEL_shader_integer_functions2),
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
EXT(MESA_shader_integer_functions),
EXT(NV_compute_shader_derivatives),
EXT(NV_fragment_shader_interlock),
EXT(NV_image_formats),
EXT(NV_shader_atomic_float),
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
};
#undef EXT
/**
* Determine whether a given extension is compatible with the target,
* API, and extension information in the current parser state.
*/
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
bool _mesa_glsl_extension::compatible_with_state(
const _mesa_glsl_parse_state *state, gl_api api, uint8_t gl_version) const
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
{
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
return this->available_pred(state->ctx, api, gl_version);
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
}
/**
* Set the appropriate flags in the parser state to establish the
* given behavior for this extension.
*/
void _mesa_glsl_extension::set_flags(_mesa_glsl_parse_state *state,
ext_behavior behavior) const
{
/* Note: the ->* operator indexes into state by the
* offsets this->enable_flag and this->warn_flag. See
* _mesa_glsl_extension::supported_flag for more info.
*/
state->*(this->enable_flag) = (behavior != extension_disable);
state->*(this->warn_flag) = (behavior == extension_warn);
}
/**
* Find an extension by name in _mesa_glsl_supported_extensions. If
* the name is not found, return NULL.
*/
static const _mesa_glsl_extension *find_extension(const char *name)
{
for (unsigned i = 0; i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
if (strcmp(name, _mesa_glsl_supported_extensions[i].name) == 0) {
return &_mesa_glsl_supported_extensions[i];
}
}
return NULL;
}
bool
_mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
const char *behavior_string, YYLTYPE *behavior_locp,
_mesa_glsl_parse_state *state)
{
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
uint8_t gl_version = state->ctx->Extensions.Version;
gl_api api = state->ctx->API;
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
ext_behavior behavior;
if (strcmp(behavior_string, "warn") == 0) {
behavior = extension_warn;
} else if (strcmp(behavior_string, "require") == 0) {
behavior = extension_require;
} else if (strcmp(behavior_string, "enable") == 0) {
behavior = extension_enable;
} else if (strcmp(behavior_string, "disable") == 0) {
behavior = extension_disable;
} else {
_mesa_glsl_error(behavior_locp, state,
"unknown extension behavior `%s'",
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
behavior_string);
return false;
}
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
/* If we're in a desktop context but with an ES shader, use an ES API enum
* to verify extension availability.
*/
if (state->es_shader && api != API_OPENGLES2)
api = API_OPENGLES2;
/* Use the language-version derived GL version to extension checks, unless
* we're using meta, which sets the version to the max.
*/
if (gl_version != 0xff)
gl_version = state->gl_version;
if (strcmp(name, "all") == 0) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
if ((behavior == extension_enable) || (behavior == extension_require)) {
_mesa_glsl_error(name_locp, state, "cannot %s all extensions",
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
(behavior == extension_enable)
? "enable" : "require");
return false;
} else {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
for (unsigned i = 0;
i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
const _mesa_glsl_extension *extension
= &_mesa_glsl_supported_extensions[i];
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
if (extension->compatible_with_state(state, api, gl_version)) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
_mesa_glsl_supported_extensions[i].set_flags(state, behavior);
}
}
}
} else {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
const _mesa_glsl_extension *extension = find_extension(name);
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
if (extension && extension->compatible_with_state(state, api, gl_version)) {
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
extension->set_flags(state, behavior);
if (extension->available_pred == has_ANDROID_extension_pack_es31a) {
for (unsigned i = 0;
i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
const _mesa_glsl_extension *extension =
&_mesa_glsl_supported_extensions[i];
if (!extension->aep)
continue;
/* AEP should not be enabled if all of the sub-extensions can't
* also be enabled. This is not the proper layer to do such
* error-checking though.
*/
assert(extension->compatible_with_state(state, api, gl_version));
extension->set_flags(state, behavior);
}
}
} else {
static const char fmt[] = "extension `%s' unsupported in %s shader";
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
if (behavior == extension_require) {
_mesa_glsl_error(name_locp, state, fmt,
name, _mesa_shader_stage_to_string(state->stage));
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
return false;
} else {
_mesa_glsl_warning(name_locp, state, fmt,
name, _mesa_shader_stage_to_string(state->stage));
glsl: Rewrote _mesa_glsl_process_extension to use table-driven logic. Instead of using a chain of manually maintained if/else blocks to handle "#extension" directives, we now consult a table that specifies, for each extension, the circumstances under which it is available, and what flags in _mesa_glsl_parse_state need to be set in order to activate it. This makes it easier to add new GLSL extensions in the future, and fixes the following bugs: - Previously, _mesa_glsl_process_extension would sometimes set the "_enable" and "_warn" flags for an extension before checking whether the extension was supported by the driver; as a result, specifying "enable" behavior for an unsupported extension would sometimes cause front-end support for that extension to be switched on in spite of the fact that back-end support was not available, leading to strange failures, such as those in https://bugs.freedesktop.org/show_bug.cgi?id=38015. - "#extension all: warn" and "#extension all: disable" had no effect. Notes: - All extensions are currently marked as unavailable in geometry shaders. This should not have any adverse effects since geometry shaders aren't supported yet. When we return to working on geometry shader support, we'll need to update the table for those extensions that are available in geometry shaders. - Previous to this commit, if a shader mentioned ARB_shader_texture_lod, extension ARB_texture_rectangle would be automatically turned on in order to ensure that the types sampler2DRect and sampler2DRectShadow would be defined. This was unnecessary, because (a) ARB_shader_texture_lod works perfectly well without those types provided that the builtin functions that reference them are not called, and (b) ARB_texture_rectangle is enabled by default in non-ES contexts anyway. I eliminated this unnecessary behavior in order to make the behavior of all extensions consistent. NOTE: This is a candidate for the 7.10 and 7.11 branches. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-06-24 15:34:04 -07:00
}
}
}
return true;
}
/**
* Recurses through <type> and <expr> if <expr> is an aggregate initializer
* and sets <expr>'s <constructor_type> field to <type>. Gives later functions
* (process_array_constructor, et al) sufficient information to do type
* checking.
*
* Operates on assignments involving an aggregate initializer. E.g.,
*
* vec4 pos = {1.0, -1.0, 0.0, 1.0};
*
* or more ridiculously,
*
* struct S {
* vec4 v[2];
* };
*
* struct {
* S a[2], b;
* int c;
* } aggregate = {
* {
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // a[0].v[0]
* {5.0, 6.0, 7.0, 8.0} // a[0].v[1]
* } // a[0].v
* }, // a[0]
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // a[1].v[0]
* {5.0, 6.0, 7.0, 8.0} // a[1].v[1]
* } // a[1].v
* } // a[1]
* }, // a
* {
* {
* {1.0, 2.0, 3.0, 4.0}, // b.v[0]
* {5.0, 6.0, 7.0, 8.0} // b.v[1]
* } // b.v
* }, // b
* 4 // c
* };
*
* This pass is necessary because the right-hand side of <type> e = { ... }
* doesn't contain sufficient information to determine if the types match.
*/
void
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
_mesa_ast_set_aggregate_type(const glsl_type *type,
ast_expression *expr)
{
ast_aggregate_initializer *ai = (ast_aggregate_initializer *)expr;
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
ai->constructor_type = type;
/* If the aggregate is an array, recursively set its elements' types. */
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
if (type->is_array()) {
/* Each array element has the type type->fields.array.
*
* E.g., if <type> if struct S[2] we want to set each element's type to
* struct S.
*/
for (exec_node *expr_node = ai->expressions.get_head_raw();
!expr_node->is_tail_sentinel();
expr_node = expr_node->next) {
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
if (expr->oper == ast_aggregate)
_mesa_ast_set_aggregate_type(type->fields.array, expr);
}
/* If the aggregate is a struct, recursively set its fields' types. */
} else if (type->is_struct()) {
exec_node *expr_node = ai->expressions.get_head_raw();
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
/* Iterate through the struct's fields. */
for (unsigned i = 0; !expr_node->is_tail_sentinel() && i < type->length;
i++, expr_node = expr_node->next) {
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
if (expr->oper == ast_aggregate) {
_mesa_ast_set_aggregate_type(type->fields.structure[i].type, expr);
}
}
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
/* If the aggregate is a matrix, set its columns' types. */
} else if (type->is_matrix()) {
for (exec_node *expr_node = ai->expressions.get_head_raw();
glsl: Simplify aggregate type inference to prepare for ARB_arrays_of_arrays. Most of the time it is not necessary to perform type inference to compile GLSL; the type of every expression can be inferred from the contents of the expression itself (and previous type declarations). The exception is aggregate initializers: their type is determined by the LHS of the variable being assigned to. For example, in the statement: mat2 foo = { { 1, 2 }, { 3, 4 } }; the type of { 1, 2 } is only known to be vec2 (as opposed to, say, ivec2, uvec2, int[2], or a struct) because of the fact that the result is being assigned to a mat2. Previous to this patch, we handled this situation by doing some type inference during parsing: when parsing a declaration like the one above, we would call _mesa_set_aggregate_type(), which would infer the type of each aggregate initializer and store it in the corresponding ast_aggregate_initializer::constructor_type field. Since this happened at parse time, we couldn't do the type inference using glsl_type objects; we had to use ast_type_specifiers, which are much more awkward to work with. Things are about to get more complicated when we add support for ARB_arrays_of_arrays. This patch simplifies things by postponing the call to _mesa_set_aggregate_type() until ast-to-hir time, when we have access to glsl_type objects. As a side benefit, we only need to have one call to _mesa_set_aggregate_type() now, instead of six. Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-01-21 15:41:26 -08:00
!expr_node->is_tail_sentinel();
expr_node = expr_node->next) {
ast_expression *expr = exec_node_data(ast_expression, expr_node,
link);
if (expr->oper == ast_aggregate)
_mesa_ast_set_aggregate_type(type->column_type(), expr);
}
}
}
void
_mesa_ast_process_interface_block(YYLTYPE *locp,
_mesa_glsl_parse_state *state,
ast_interface_block *const block,
const struct ast_type_qualifier &q)
{
if (q.flags.q.buffer) {
if (!state->has_shader_storage_buffer_objects()) {
_mesa_glsl_error(locp, state,
"#version 430 / GL_ARB_shader_storage_buffer_object "
"required for defining shader storage blocks");
} else if (state->ARB_shader_storage_buffer_object_warn) {
_mesa_glsl_warning(locp, state,
"#version 430 / GL_ARB_shader_storage_buffer_object "
"required for defining shader storage blocks");
}
} else if (q.flags.q.uniform) {
if (!state->has_uniform_buffer_objects()) {
_mesa_glsl_error(locp, state,
"#version 140 / GL_ARB_uniform_buffer_object "
"required for defining uniform blocks");
} else if (state->ARB_uniform_buffer_object_warn) {
_mesa_glsl_warning(locp, state,
"#version 140 / GL_ARB_uniform_buffer_object "
"required for defining uniform blocks");
}
} else {
if (!state->has_shader_io_blocks()) {
if (state->es_shader) {
_mesa_glsl_error(locp, state,
"GL_OES_shader_io_blocks or #version 320 "
"required for using interface blocks");
} else {
_mesa_glsl_error(locp, state,
"#version 150 required for using "
"interface blocks");
}
}
}
/* From the GLSL 1.50.11 spec, section 4.3.7 ("Interface Blocks"):
* "It is illegal to have an input block in a vertex shader
* or an output block in a fragment shader"
*/
if ((state->stage == MESA_SHADER_VERTEX) && q.flags.q.in) {
_mesa_glsl_error(locp, state,
"`in' interface block is not allowed for "
"a vertex shader");
} else if ((state->stage == MESA_SHADER_FRAGMENT) && q.flags.q.out) {
_mesa_glsl_error(locp, state,
"`out' interface block is not allowed for "
"a fragment shader");
}
/* Since block arrays require names, and both features are added in
* the same language versions, we don't have to explicitly
* version-check both things.
*/
if (block->instance_name != NULL) {
state->check_version(150, 300, locp, "interface blocks with "
"an instance name are not allowed");
}
ast_type_qualifier::bitset_t interface_type_mask;
struct ast_type_qualifier temp_type_qualifier;
/* Get a bitmask containing only the in/out/uniform/buffer
* flags, allowing us to ignore other irrelevant flags like
* interpolation qualifiers.
*/
temp_type_qualifier.flags.i = 0;
temp_type_qualifier.flags.q.uniform = true;
temp_type_qualifier.flags.q.in = true;
temp_type_qualifier.flags.q.out = true;
temp_type_qualifier.flags.q.buffer = true;
temp_type_qualifier.flags.q.patch = true;
interface_type_mask = temp_type_qualifier.flags.i;
/* Get the block's interface qualifier. The interface_qualifier
* production rule guarantees that only one bit will be set (and
* it will be in/out/uniform).
*/
ast_type_qualifier::bitset_t block_interface_qualifier = q.flags.i;
block->default_layout.flags.i |= block_interface_qualifier;
if (state->stage == MESA_SHADER_GEOMETRY &&
state->has_explicit_attrib_stream() &&
block->default_layout.flags.q.out) {
/* Assign global layout's stream value. */
block->default_layout.flags.q.stream = 1;
block->default_layout.flags.q.explicit_stream = 0;
block->default_layout.stream = state->out_qualifier->stream;
}
if (state->has_enhanced_layouts() && block->default_layout.flags.q.out) {
/* Assign global layout's xfb_buffer value. */
block->default_layout.flags.q.xfb_buffer = 1;
block->default_layout.flags.q.explicit_xfb_buffer = 0;
block->default_layout.xfb_buffer = state->out_qualifier->xfb_buffer;
}
foreach_list_typed (ast_declarator_list, member, link, &block->declarations) {
ast_type_qualifier& qualifier = member->type->qualifier;
if ((qualifier.flags.i & interface_type_mask) == 0) {
/* GLSLangSpec.1.50.11, 4.3.7 (Interface Blocks):
* "If no optional qualifier is used in a member declaration, the
* qualifier of the variable is just in, out, or uniform as declared
* by interface-qualifier."
*/
qualifier.flags.i |= block_interface_qualifier;
} else if ((qualifier.flags.i & interface_type_mask) !=
block_interface_qualifier) {
/* GLSLangSpec.1.50.11, 4.3.7 (Interface Blocks):
* "If optional qualifiers are used, they can include interpolation
* and storage qualifiers and they must declare an input, output,
* or uniform variable consistent with the interface qualifier of
* the block."
*/
_mesa_glsl_error(locp, state,
"uniform/in/out qualifier on "
"interface block member does not match "
"the interface block");
}
if (!(q.flags.q.in || q.flags.q.out) && qualifier.flags.q.invariant)
_mesa_glsl_error(locp, state,
"invariant qualifiers can be used only "
"in interface block members for shader "
"inputs or outputs");
}
}
static void
2010-02-22 13:19:34 -08:00
_mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
{
if (q->is_subroutine_decl())
printf("subroutine ");
if (q->subroutine_list) {
printf("subroutine (");
q->subroutine_list->print();
printf(")");
}
if (q->flags.q.constant)
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printf("const ");
if (q->flags.q.invariant)
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printf("invariant ");
if (q->flags.q.attribute)
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printf("attribute ");
if (q->flags.q.varying)
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printf("varying ");
if (q->flags.q.in && q->flags.q.out)
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printf("inout ");
else {
if (q->flags.q.in)
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printf("in ");
if (q->flags.q.out)
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printf("out ");
}
if (q->flags.q.centroid)
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printf("centroid ");
if (q->flags.q.sample)
printf("sample ");
if (q->flags.q.patch)
printf("patch ");
if (q->flags.q.uniform)
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printf("uniform ");
if (q->flags.q.buffer)
printf("buffer ");
if (q->flags.q.smooth)
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printf("smooth ");
if (q->flags.q.flat)
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printf("flat ");
if (q->flags.q.noperspective)
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printf("noperspective ");
}
void
ast_node::print(void) const
{
printf("unhandled node ");
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}
ast_node::ast_node(void)
{
this->location.source = 0;
this->location.first_line = 0;
this->location.first_column = 0;
this->location.last_line = 0;
this->location.last_column = 0;
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}
static void
ast_opt_array_dimensions_print(const ast_array_specifier *array_specifier)
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{
if (array_specifier)
array_specifier->print();
2010-02-22 13:19:34 -08:00
}
void
ast_compound_statement::print(void) const
{
printf("{\n");
foreach_list_typed(ast_node, ast, link, &this->statements) {
ast->print();
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}
printf("}\n");
}
ast_compound_statement::ast_compound_statement(int new_scope,
ast_node *statements)
{
this->new_scope = new_scope;
if (statements != NULL) {
this->statements.push_degenerate_list_at_head(&statements->link);
2010-02-22 13:19:34 -08:00
}
}
void
ast_expression::print(void) const
{
switch (oper) {
case ast_assign:
case ast_mul_assign:
case ast_div_assign:
case ast_mod_assign:
case ast_add_assign:
case ast_sub_assign:
case ast_ls_assign:
case ast_rs_assign:
case ast_and_assign:
case ast_xor_assign:
case ast_or_assign:
subexpressions[0]->print();
printf("%s ", operator_string(oper));
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subexpressions[1]->print();
break;
case ast_field_selection:
subexpressions[0]->print();
printf(". %s ", primary_expression.identifier);
break;
case ast_plus:
case ast_neg:
case ast_bit_not:
case ast_logic_not:
case ast_pre_inc:
case ast_pre_dec:
printf("%s ", operator_string(oper));
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subexpressions[0]->print();
break;
case ast_post_inc:
case ast_post_dec:
subexpressions[0]->print();
printf("%s ", operator_string(oper));
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break;
case ast_conditional:
subexpressions[0]->print();
printf("? ");
subexpressions[1]->print();
printf(": ");
subexpressions[2]->print();
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break;
case ast_array_index:
subexpressions[0]->print();
printf("[ ");
subexpressions[1]->print();
printf("] ");
break;
case ast_function_call: {
subexpressions[0]->print();
printf("( ");
foreach_list_typed (ast_node, ast, link, &this->expressions) {
if (&ast->link != this->expressions.get_head())
printf(", ");
ast->print();
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}
printf(") ");
break;
}
case ast_identifier:
printf("%s ", primary_expression.identifier);
break;
case ast_int_constant:
printf("%d ", primary_expression.int_constant);
break;
case ast_uint_constant:
printf("%u ", primary_expression.uint_constant);
break;
case ast_float_constant:
printf("%f ", primary_expression.float_constant);
break;
case ast_double_constant:
printf("%f ", primary_expression.double_constant);
break;
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case ast_int64_constant:
printf("%" PRId64 " ", primary_expression.int64_constant);
break;
case ast_uint64_constant:
printf("%" PRIu64 " ", primary_expression.uint64_constant);
break;
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case ast_bool_constant:
printf("%s ",
primary_expression.bool_constant
? "true" : "false");
break;
case ast_sequence: {
printf("( ");
foreach_list_typed (ast_node, ast, link, & this->expressions) {
if (&ast->link != this->expressions.get_head())
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printf(", ");
ast->print();
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}
printf(") ");
break;
}
case ast_aggregate: {
printf("{ ");
foreach_list_typed (ast_node, ast, link, & this->expressions) {
if (&ast->link != this->expressions.get_head())
printf(", ");
ast->print();
}
printf("} ");
break;
}
default:
assert(0);
break;
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}
}
ast_expression::ast_expression(int oper,
ast_expression *ex0,
ast_expression *ex1,
ast_expression *ex2) :
primary_expression()
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{
this->oper = ast_operators(oper);
this->subexpressions[0] = ex0;
this->subexpressions[1] = ex1;
this->subexpressions[2] = ex2;
this->non_lvalue_description = NULL;
this->is_lhs = false;
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}
void
ast_expression_statement::print(void) const
{
if (expression)
expression->print();
printf("; ");
}
ast_expression_statement::ast_expression_statement(ast_expression *ex) :
expression(ex)
{
/* empty */
}
void
ast_function::print(void) const
{
return_type->print();
printf(" %s (", identifier);
foreach_list_typed(ast_node, ast, link, & this->parameters) {
ast->print();
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}
printf(")");
}
ast_function::ast_function(void)
: return_type(NULL), identifier(NULL), is_definition(false),
signature(NULL)
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{
/* empty */
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}
void
ast_fully_specified_type::print(void) const
{
_mesa_ast_type_qualifier_print(& qualifier);
specifier->print();
}
void
ast_parameter_declarator::print(void) const
{
type->print();
if (identifier)
printf("%s ", identifier);
ast_opt_array_dimensions_print(array_specifier);
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}
void
ast_function_definition::print(void) const
{
prototype->print();
body->print();
}
void
ast_declaration::print(void) const
{
printf("%s ", identifier);
ast_opt_array_dimensions_print(array_specifier);
2010-02-22 13:19:34 -08:00
if (initializer) {
printf("= ");
initializer->print();
}
}
ast_declaration::ast_declaration(const char *identifier,
ast_array_specifier *array_specifier,
2010-02-22 13:19:34 -08:00
ast_expression *initializer)
{
this->identifier = identifier;
this->array_specifier = array_specifier;
2010-02-22 13:19:34 -08:00
this->initializer = initializer;
}
void
ast_declarator_list::print(void) const
{
assert(type || invariant);
if (type)
type->print();
else if (invariant)
2010-02-22 13:19:34 -08:00
printf("invariant ");
else
printf("precise ");
2010-02-22 13:19:34 -08:00
foreach_list_typed (ast_node, ast, link, & this->declarations) {
if (&ast->link != this->declarations.get_head())
2010-02-22 13:19:34 -08:00
printf(", ");
ast->print();
2010-02-22 13:19:34 -08:00
}
printf("; ");
}
ast_declarator_list::ast_declarator_list(ast_fully_specified_type *type)
{
this->type = type;
this->invariant = false;
this->precise = false;
2010-02-22 13:19:34 -08:00
}
void
ast_jump_statement::print(void) const
{
switch (mode) {
case ast_continue:
printf("continue; ");
break;
case ast_break:
printf("break; ");
break;
case ast_return:
printf("return ");
if (opt_return_value)
opt_return_value->print();
printf("; ");
break;
case ast_discard:
printf("discard; ");
break;
}
}
ast_jump_statement::ast_jump_statement(int mode, ast_expression *return_value)
: opt_return_value(NULL)
2010-02-22 13:19:34 -08:00
{
this->mode = ast_jump_modes(mode);
if (mode == ast_return)
opt_return_value = return_value;
}
void
ast_demote_statement::print(void) const
{
printf("demote; ");
}
2010-02-22 13:19:34 -08:00
void
ast_selection_statement::print(void) const
{
printf("if ( ");
condition->print();
printf(") ");
then_statement->print();
if (else_statement) {
printf("else ");
else_statement->print();
}
}
ast_selection_statement::ast_selection_statement(ast_expression *condition,
ast_node *then_statement,
ast_node *else_statement)
{
this->condition = condition;
this->then_statement = then_statement;
this->else_statement = else_statement;
}
void
ast_switch_statement::print(void) const
{
printf("switch ( ");
test_expression->print();
printf(") ");
body->print();
}
ast_switch_statement::ast_switch_statement(ast_expression *test_expression,
ast_node *body)
{
this->test_expression = test_expression;
this->body = body;
}
void
ast_switch_body::print(void) const
{
printf("{\n");
if (stmts != NULL) {
stmts->print();
}
printf("}\n");
}
ast_switch_body::ast_switch_body(ast_case_statement_list *stmts)
{
this->stmts = stmts;
}
void ast_case_label::print(void) const
{
if (test_value != NULL) {
printf("case ");
test_value->print();
printf(": ");
} else {
printf("default: ");
}
}
ast_case_label::ast_case_label(ast_expression *test_value)
{
this->test_value = test_value;
}
void ast_case_label_list::print(void) const
{
foreach_list_typed(ast_node, ast, link, & this->labels) {
ast->print();
}
printf("\n");
}
ast_case_label_list::ast_case_label_list(void)
{
}
void ast_case_statement::print(void) const
{
labels->print();
foreach_list_typed(ast_node, ast, link, & this->stmts) {
ast->print();
printf("\n");
}
}
ast_case_statement::ast_case_statement(ast_case_label_list *labels)
{
this->labels = labels;
}
void ast_case_statement_list::print(void) const
{
foreach_list_typed(ast_node, ast, link, & this->cases) {
ast->print();
}
}
ast_case_statement_list::ast_case_statement_list(void)
{
}
2010-02-22 13:19:34 -08:00
void
ast_iteration_statement::print(void) const
{
switch (mode) {
case ast_for:
printf("for( ");
if (init_statement)
init_statement->print();
printf("; ");
if (condition)
condition->print();
printf("; ");
if (rest_expression)
rest_expression->print();
printf(") ");
body->print();
break;
case ast_while:
printf("while ( ");
if (condition)
condition->print();
printf(") ");
body->print();
break;
case ast_do_while:
printf("do ");
body->print();
printf("while ( ");
if (condition)
condition->print();
printf("); ");
break;
}
}
ast_iteration_statement::ast_iteration_statement(int mode,
ast_node *init,
ast_node *condition,
ast_expression *rest_expression,
ast_node *body)
{
this->mode = ast_iteration_modes(mode);
this->init_statement = init;
this->condition = condition;
this->rest_expression = rest_expression;
this->body = body;
}
void
ast_struct_specifier::print(void) const
{
printf("struct %s { ", name);
foreach_list_typed(ast_node, ast, link, &this->declarations) {
ast->print();
2010-02-22 13:19:34 -08:00
}
printf("} ");
}
ast_struct_specifier::ast_struct_specifier(const char *identifier,
ast_declarator_list *declarator_list)
: name(identifier), layout(NULL), declarations(), is_declaration(true),
type(NULL)
2010-02-22 13:19:34 -08:00
{
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
2010-02-22 13:19:34 -08:00
}
void ast_subroutine_list::print(void) const
{
foreach_list_typed (ast_node, ast, link, & this->declarations) {
if (&ast->link != this->declarations.get_head())
printf(", ");
ast->print();
}
}
static void
set_shader_inout_layout(struct gl_shader *shader,
struct _mesa_glsl_parse_state *state)
{
/* Should have been prevented by the parser. */
if (shader->Stage != MESA_SHADER_GEOMETRY &&
shader->Stage != MESA_SHADER_TESS_EVAL &&
shader->Stage != MESA_SHADER_COMPUTE) {
assert(!state->in_qualifier->flags.i);
}
if (shader->Stage != MESA_SHADER_COMPUTE) {
/* Should have been prevented by the parser. */
assert(!state->cs_input_local_size_specified);
assert(!state->cs_input_local_size_variable_specified);
assert(state->cs_derivative_group == DERIVATIVE_GROUP_NONE);
}
if (shader->Stage != MESA_SHADER_FRAGMENT) {
/* Should have been prevented by the parser. */
assert(!state->fs_uses_gl_fragcoord);
assert(!state->fs_redeclares_gl_fragcoord);
assert(!state->fs_pixel_center_integer);
assert(!state->fs_origin_upper_left);
assert(!state->fs_early_fragment_tests);
assert(!state->fs_inner_coverage);
assert(!state->fs_post_depth_coverage);
assert(!state->fs_pixel_interlock_ordered);
assert(!state->fs_pixel_interlock_unordered);
assert(!state->fs_sample_interlock_ordered);
assert(!state->fs_sample_interlock_unordered);
}
2016-03-11 11:57:52 +11:00
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
if (state->out_qualifier->out_xfb_stride[i]) {
unsigned xfb_stride;
if (state->out_qualifier->out_xfb_stride[i]->
process_qualifier_constant(state, "xfb_stride", &xfb_stride,
true)) {
shader->TransformFeedbackBufferStride[i] = xfb_stride;
2016-03-11 11:57:52 +11:00
}
}
}
switch (shader->Stage) {
case MESA_SHADER_TESS_CTRL:
shader->info.TessCtrl.VerticesOut = 0;
if (state->tcs_output_vertices_specified) {
unsigned vertices;
if (state->out_qualifier->vertices->
process_qualifier_constant(state, "vertices", &vertices,
false)) {
YYLTYPE loc = state->out_qualifier->vertices->get_location();
if (vertices > state->Const.MaxPatchVertices) {
_mesa_glsl_error(&loc, state, "vertices (%d) exceeds "
"GL_MAX_PATCH_VERTICES", vertices);
}
shader->info.TessCtrl.VerticesOut = vertices;
}
}
break;
case MESA_SHADER_TESS_EVAL:
shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
if (state->in_qualifier->flags.q.prim_type)
shader->info.TessEval.PrimitiveMode = state->in_qualifier->prim_type;
shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
if (state->in_qualifier->flags.q.vertex_spacing)
shader->info.TessEval.Spacing = state->in_qualifier->vertex_spacing;
shader->info.TessEval.VertexOrder = 0;
if (state->in_qualifier->flags.q.ordering)
shader->info.TessEval.VertexOrder = state->in_qualifier->ordering;
shader->info.TessEval.PointMode = -1;
if (state->in_qualifier->flags.q.point_mode)
shader->info.TessEval.PointMode = state->in_qualifier->point_mode;
break;
case MESA_SHADER_GEOMETRY:
shader->info.Geom.VerticesOut = -1;
if (state->out_qualifier->flags.q.max_vertices) {
unsigned qual_max_vertices;
if (state->out_qualifier->max_vertices->
process_qualifier_constant(state, "max_vertices",
&qual_max_vertices, true)) {
if (qual_max_vertices > state->Const.MaxGeometryOutputVertices) {
YYLTYPE loc = state->out_qualifier->max_vertices->get_location();
_mesa_glsl_error(&loc, state,
"maximum output vertices (%d) exceeds "
"GL_MAX_GEOMETRY_OUTPUT_VERTICES",
qual_max_vertices);
}
shader->info.Geom.VerticesOut = qual_max_vertices;
}
}
if (state->gs_input_prim_type_specified) {
shader->info.Geom.InputType = state->in_qualifier->prim_type;
} else {
shader->info.Geom.InputType = PRIM_UNKNOWN;
}
if (state->out_qualifier->flags.q.prim_type) {
shader->info.Geom.OutputType = state->out_qualifier->prim_type;
} else {
shader->info.Geom.OutputType = PRIM_UNKNOWN;
}
shader->info.Geom.Invocations = 0;
if (state->in_qualifier->flags.q.invocations) {
unsigned invocations;
if (state->in_qualifier->invocations->
process_qualifier_constant(state, "invocations",
&invocations, false)) {
YYLTYPE loc = state->in_qualifier->invocations->get_location();
if (invocations > state->Const.MaxGeometryShaderInvocations) {
_mesa_glsl_error(&loc, state,
"invocations (%d) exceeds "
"GL_MAX_GEOMETRY_SHADER_INVOCATIONS",
invocations);
}
shader->info.Geom.Invocations = invocations;
}
}
break;
case MESA_SHADER_COMPUTE:
if (state->cs_input_local_size_specified) {
for (int i = 0; i < 3; i++)
shader->info.Comp.LocalSize[i] = state->cs_input_local_size[i];
} else {
for (int i = 0; i < 3; i++)
shader->info.Comp.LocalSize[i] = 0;
}
shader->info.Comp.LocalSizeVariable =
state->cs_input_local_size_variable_specified;
shader->info.Comp.DerivativeGroup = state->cs_derivative_group;
if (state->NV_compute_shader_derivatives_enable) {
/* We allow multiple cs_input_layout nodes, but do not store them in
* a convenient place, so for now live with an empty location error.
*/
YYLTYPE loc = {0};
if (shader->info.Comp.DerivativeGroup == DERIVATIVE_GROUP_QUADS) {
if (shader->info.Comp.LocalSize[0] % 2 != 0) {
_mesa_glsl_error(&loc, state, "derivative_group_quadsNV must be used with a "
"local group size whose first dimension "
"is a multiple of 2\n");
}
if (shader->info.Comp.LocalSize[1] % 2 != 0) {
_mesa_glsl_error(&loc, state, "derivative_group_quadsNV must be used with a "
"local group size whose second dimension "
"is a multiple of 2\n");
}
} else if (shader->info.Comp.DerivativeGroup == DERIVATIVE_GROUP_LINEAR) {
if ((shader->info.Comp.LocalSize[0] *
shader->info.Comp.LocalSize[1] *
shader->info.Comp.LocalSize[2]) % 4 != 0) {
_mesa_glsl_error(&loc, state, "derivative_group_linearNV must be used with a "
"local group size whose total number of invocations "
"is a multiple of 4\n");
}
}
}
break;
case MESA_SHADER_FRAGMENT:
shader->redeclares_gl_fragcoord = state->fs_redeclares_gl_fragcoord;
shader->uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
shader->pixel_center_integer = state->fs_pixel_center_integer;
shader->origin_upper_left = state->fs_origin_upper_left;
shader->ARB_fragment_coord_conventions_enable =
state->ARB_fragment_coord_conventions_enable;
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
shader->InnerCoverage = state->fs_inner_coverage;
shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->PixelInterlockOrdered = state->fs_pixel_interlock_ordered;
shader->PixelInterlockUnordered = state->fs_pixel_interlock_unordered;
shader->SampleInterlockOrdered = state->fs_sample_interlock_ordered;
shader->SampleInterlockUnordered = state->fs_sample_interlock_unordered;
shader->BlendSupport = state->fs_blend_support;
break;
default:
/* Nothing to do. */
break;
}
shader->bindless_sampler = state->bindless_sampler_specified;
shader->bindless_image = state->bindless_image_specified;
shader->bound_sampler = state->bound_sampler_specified;
shader->bound_image = state->bound_image_specified;
}
/* src can be NULL if only the symbols found in the exec_list should be
* copied
*/
void
_mesa_glsl_copy_symbols_from_table(struct exec_list *shader_ir,
struct glsl_symbol_table *src,
struct glsl_symbol_table *dest)
{
foreach_in_list (ir_instruction, ir, shader_ir) {
switch (ir->ir_type) {
case ir_type_function:
dest->add_function((ir_function *) ir);
break;
case ir_type_variable: {
ir_variable *const var = (ir_variable *) ir;
if (var->data.mode != ir_var_temporary)
dest->add_variable(var);
break;
}
default:
break;
}
}
if (src != NULL) {
/* Explicitly copy the gl_PerVertex interface definitions because these
* are needed to check they are the same during the interstage link.
* They cant necessarily be found via the exec_list because the members
* might not be referenced. The GL spec still requires that they match
* in that case.
*/
const glsl_type *iface =
src->get_interface("gl_PerVertex", ir_var_shader_in);
if (iface)
dest->add_interface(iface->name, iface, ir_var_shader_in);
iface = src->get_interface("gl_PerVertex", ir_var_shader_out);
if (iface)
dest->add_interface(iface->name, iface, ir_var_shader_out);
}
}
extern "C" {
static void
glsl: Silence unused parameter warnings glsl/ast_type.cpp: In function ‘void merge_bindless_qualifier(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’: glsl/ast_type.cpp:189:35: warning: unused parameter ‘loc’ [-Wunused-parameter] merge_bindless_qualifier(YYLTYPE *loc, ^~~ glsl/ast_type.cpp:191:52: warning: unused parameter ‘qualifier’ [-Wunused-parameter] const ast_type_qualifier &qualifier, ^~~~~~~~~ glsl/ast_type.cpp:192:52: warning: unused parameter ‘new_qualifier’ [-Wunused-parameter] const ast_type_qualifier &new_qualifier) ^~~~~~~~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_rvalue::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:512:44: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_rvalue::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_texture::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:705:45: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_texture::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_assignment::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:851:48: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_assignment::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_constant::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:859:46: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_constant::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/linker.cpp: In function ‘void link_xfb_stride_layout_qualifiers(gl_context*, gl_shader_program*, gl_linked_shader*, gl_shader**, unsigned int)’: glsl/linker.cpp:1655:60: warning: unused parameter ‘linked_shader’ [-Wunused-parameter] struct gl_linked_shader *linked_shader, ^~~~~~~~~~~~~ glsl/linker.cpp: In function ‘void link_bindless_layout_qualifiers(gl_shader_program*, gl_program*, gl_shader**, unsigned int)’: glsl/linker.cpp:1693:52: warning: unused parameter ‘gl_prog’ [-Wunused-parameter] struct gl_program *gl_prog, ^~~~~~~ glsl/lower_distance.cpp: In member function ‘virtual void {anonymous}::lower_distance_visitor_counter::handle_rvalue(ir_rvalue**)’: glsl/lower_distance.cpp:652:59: warning: unused parameter ‘rv’ [-Wunused-parameter] lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv) ^~ glsl/opt_array_splitting.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_array_reference_visitor::visit_leave(ir_assignment*)’: glsl/opt_array_splitting.cpp:198:56: warning: unused parameter ‘ir’ [-Wunused-parameter] ir_array_reference_visitor::visit_leave(ir_assignment *ir) ^~ glsl/glsl_parser_extras.cpp: In function ‘void assign_subroutine_indexes(gl_shader*, _mesa_glsl_parse_state*)’: glsl/glsl_parser_extras.cpp:1869:45: warning: unused parameter ‘sh’ [-Wunused-parameter] assign_subroutine_indexes(struct gl_shader *sh, ^~ Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
2017-09-07 18:40:11 -07:00
assign_subroutine_indexes(struct _mesa_glsl_parse_state *state)
{
int j, k;
int index = 0;
for (j = 0; j < state->num_subroutines; j++) {
while (state->subroutines[j]->subroutine_index == -1) {
for (k = 0; k < state->num_subroutines; k++) {
if (state->subroutines[k]->subroutine_index == index)
break;
else if (k == state->num_subroutines - 1) {
state->subroutines[j]->subroutine_index = index;
}
}
index++;
}
}
}
glsl: reuse main extension table to appropriately restrict extensions Previously we were only restricting based on ES/non-ES-ness and whether the overall enable bit had been flipped on. However we have been adding more fine-grained restrictions, such as based on compat profiles, as well as specific ES versions. Most of the time this doesn't matter, but it can create awkward situations and duplication of logic. Here we separate the main extension table into a separate object file, linked to the glsl compiler, which makes use of it with a custom function which takes the ES-ness of the shader into account (thus allowing desktop shaders to properly use ES extensions that would otherwise have been disallowed.) We can also now use this logic to generate #define's for all supported extensions automatically, removing the duplicate (and often inaccurate) list in glcpp. The effect of this change should be nil in most cases. However in some situations, extensions like GL_ARB_gpu_shader5 which were formerly available in compat contexts on the GLSL side of things will now become inaccessible. This regresses two ES CTS tests: ES3-CTS.shaders.shader_integer_mix.define ES31-CTS.shader_integer_mix.define however that is due to them using #version 100 instead of 300 es. As the extension is only defined for ES3, I believe this is the correct behavior. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com> (v2) v2 -> v3: integrate glcpp defines into the same mechanism
2016-06-12 18:56:43 -04:00
static void
add_builtin_defines(struct _mesa_glsl_parse_state *state,
void (*add_builtin_define)(struct glcpp_parser *, const char *, int),
struct glcpp_parser *data,
unsigned version,
bool es)
{
unsigned gl_version = state->ctx->Extensions.Version;
gl_api api = state->ctx->API;
if (gl_version != 0xff) {
unsigned i;
for (i = 0; i < state->num_supported_versions; i++) {
if (state->supported_versions[i].ver == version &&
state->supported_versions[i].es == es) {
gl_version = state->supported_versions[i].gl_ver;
break;
}
}
if (i == state->num_supported_versions)
return;
}
if (es)
api = API_OPENGLES2;
for (unsigned i = 0;
i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
const _mesa_glsl_extension *extension
= &_mesa_glsl_supported_extensions[i];
if (extension->compatible_with_state(state, api, gl_version)) {
add_builtin_define(data, extension->name, 1);
}
}
}
/* Implements parsing checks that we can't do during parsing */
static void
do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
{
if (state->stage == MESA_SHADER_COMPUTE && !state->has_compute_shader()) {
YYLTYPE loc;
memset(&loc, 0, sizeof(loc));
_mesa_glsl_error(&loc, state, "Compute shaders require "
"GLSL 4.30 or GLSL ES 3.10");
}
}
static void
opt_shader_and_create_symbol_table(struct gl_context *ctx,
struct glsl_symbol_table *source_symbols,
struct gl_shader *shader)
{
assert(shader->CompileStatus != COMPILE_FAILURE &&
!shader->ir->is_empty());
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
/* Do some optimization at compile time to reduce shader IR size
* and reduce later work if the same shader is linked multiple times
*/
if (ctx->Const.GLSLOptimizeConservatively) {
/* Run it just once. */
do_common_optimization(shader->ir, false, false, options,
ctx->Const.NativeIntegers);
} else {
/* Repeat it until it stops making changes. */
while (do_common_optimization(shader->ir, false, false, options,
ctx->Const.NativeIntegers))
;
}
validate_ir_tree(shader->ir);
enum ir_variable_mode other;
switch (shader->Stage) {
case MESA_SHADER_VERTEX:
other = ir_var_shader_in;
break;
case MESA_SHADER_FRAGMENT:
other = ir_var_shader_out;
break;
default:
/* Something invalid to ensure optimize_dead_builtin_uniforms
* doesn't remove anything other than uniforms or constants.
*/
other = ir_var_mode_count;
break;
}
optimize_dead_builtin_variables(shader->ir, other);
validate_ir_tree(shader->ir);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
/* Destroy the symbol table. Create a new symbol table that contains only
* the variables and functions that still exist in the IR. The symbol
* table will be used later during linking.
*
* There must NOT be any freed objects still referenced by the symbol
* table. That could cause the linker to dereference freed memory.
*
* We don't have to worry about types or interface-types here because those
* are fly-weights that are looked up by glsl_type.
*/
_mesa_glsl_copy_symbols_from_table(shader->ir, source_symbols,
shader->symbols);
}
static bool
can_skip_compile(struct gl_context *ctx, struct gl_shader *shader,
const char *source, bool force_recompile,
bool source_has_shader_include)
{
if (!force_recompile) {
if (ctx->Cache) {
char buf[41];
disk_cache_compute_key(ctx->Cache, source, strlen(source),
shader->sha1);
if (disk_cache_has_key(ctx->Cache, shader->sha1)) {
/* We've seen this shader before and know it compiles */
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(buf, shader->sha1);
fprintf(stderr, "deferring compile of shader: %s\n", buf);
}
shader->CompileStatus = COMPILE_SKIPPED;
free((void *)shader->FallbackSource);
/* Copy pre-processed shader include to fallback source otherwise
* we have no guarantee the shader include source tree has not
* changed.
*/
shader->FallbackSource = source_has_shader_include ?
strdup(source) : NULL;
return true;
}
}
} else {
/* We should only ever end up here if a re-compile has been forced by a
* shader cache miss. In which case we can skip the compile if its
* already been done by a previous fallback or the initial compile call.
*/
if (shader->CompileStatus == COMPILE_SUCCESS)
return true;
}
return false;
}
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir, bool force_recompile)
{
const char *source = force_recompile && shader->FallbackSource ?
shader->FallbackSource : shader->Source;
/* Note this will be true for shaders the have #include inside comments
* however that should be rare enough not to worry about.
*/
bool source_has_shader_include =
strstr(source, "#include") == NULL ? false : true;
/* If there was no shader include we can check the shader cache and skip
* compilation before we run the preprocessor. We never skip compiling
* shaders that use ARB_shading_language_include because we would need to
* keep duplicate copies of the shader include source tree and paths.
*/
if (!source_has_shader_include &&
can_skip_compile(ctx, shader, source, force_recompile, false))
return;
struct _mesa_glsl_parse_state *state =
new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
if (ctx->Const.GenerateTemporaryNames)
(void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
false, true);
if (!source_has_shader_include || !force_recompile) {
state->error = glcpp_preprocess(state, &source, &state->info_log,
add_builtin_defines, state, ctx);
}
/* Now that we have run the preprocessor we can check the shader cache and
* skip compilation if possible for those shaders that contained a shader
* include.
*/
if (source_has_shader_include &&
can_skip_compile(ctx, shader, source, force_recompile, true))
return;
if (!state->error) {
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
do_late_parsing_checks(state);
}
if (dump_ast) {
foreach_list_typed(ast_node, ast, link, &state->translation_unit) {
ast->print();
}
printf("\n\n");
}
ralloc_free(shader->ir);
shader->ir = new(shader) exec_list;
if (!state->error && !state->translation_unit.is_empty())
_mesa_ast_to_hir(shader->ir, state);
if (!state->error) {
validate_ir_tree(shader->ir);
/* Print out the unoptimized IR. */
if (dump_hir) {
_mesa_print_ir(stdout, shader->ir, state);
}
}
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
if (!state->error)
set_shader_inout_layout(shader, state);
shader->symbols = new(shader->ir) glsl_symbol_table;
shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
glsl: Add an IR lowering pass to convert mediump operations to 16-bit This works by finding the first rvalue that it can lower using an ir_rvalue_visitor. In that case it adds a conversion to float16 after each rvalue and a conversion back to float before storing the assignment. Also it uses a set to keep track of rvalues that have been lowred already. The handle_rvalue method of the rvalue visitor doesn’t provide any way to stop iteration. If we handle a value in find_precision_visitor we want to be able to stop it from descending into the lowered rvalue again. Additionally this pass disallows converting nodes containing non-float. The can_lower_rvalue function explicitly excludes any branches that have non-float types except bools. This avoids the need to have special handling for functions that convert to int or double. Co-authored-by: Hyunjun Ko <zzoon@igalia.com> v2. Adds lowering for texture samples v3. Instead of checking whether each node can be lowered while walking the tree, a separate tree walk is now done to check all of the nodes in a single pass. The lowerable nodes are added to a set which is checked during find_precision_visitor instead of calling can_lower_rvalue. v4. Move the special case for temporaries to find_lowerable_rvalues. This needs to be handled while checking for lowerable rvalues so that any later dereferences of the variable will see the right precision. v5. Add an override to visit ir_call instructions and apply the same technique to override the precision of the temporary variable in the same way as done for builtin temporaries and ir_assignment calls. v6. Changes the pass so that it doesn’t need to lower an entire subtree in order do perform a lowering. Instead, certain instructions can be marked as being indepedent of their child instructions. For example, this is the case with array dereferences. The precision of the array index doesn’t have any bearing on whether things using the result of the array deref can be lowered. Now, only toplevel lowerable nodes are added to the lowerable_rvalues instead instead of additionally adding all of the subnodes. It now also only needs one hash table instead of two. v7. Don’t try to lower sampler types. Instead, the sample instruction is now treated as an independent point where the result of the sample can be used in a lowered section. The precision of the sampler type determines the precision of the sample instruction. This also means the coordinates to the sampler can be lowered. v8. Use f2fmp instead of f2f16. v9. Disable lowering derivatives calcualtions, which might not work properly on some hw backends. Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
2019-04-19 15:36:58 +02:00
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[shader->Stage];
if (!state->error && !shader->ir->is_empty()) {
if (options->LowerPrecision)
glsl: Add an IR lowering pass to convert mediump operations to 16-bit This works by finding the first rvalue that it can lower using an ir_rvalue_visitor. In that case it adds a conversion to float16 after each rvalue and a conversion back to float before storing the assignment. Also it uses a set to keep track of rvalues that have been lowred already. The handle_rvalue method of the rvalue visitor doesn’t provide any way to stop iteration. If we handle a value in find_precision_visitor we want to be able to stop it from descending into the lowered rvalue again. Additionally this pass disallows converting nodes containing non-float. The can_lower_rvalue function explicitly excludes any branches that have non-float types except bools. This avoids the need to have special handling for functions that convert to int or double. Co-authored-by: Hyunjun Ko <zzoon@igalia.com> v2. Adds lowering for texture samples v3. Instead of checking whether each node can be lowered while walking the tree, a separate tree walk is now done to check all of the nodes in a single pass. The lowerable nodes are added to a set which is checked during find_precision_visitor instead of calling can_lower_rvalue. v4. Move the special case for temporaries to find_lowerable_rvalues. This needs to be handled while checking for lowerable rvalues so that any later dereferences of the variable will see the right precision. v5. Add an override to visit ir_call instructions and apply the same technique to override the precision of the temporary variable in the same way as done for builtin temporaries and ir_assignment calls. v6. Changes the pass so that it doesn’t need to lower an entire subtree in order do perform a lowering. Instead, certain instructions can be marked as being indepedent of their child instructions. For example, this is the case with array dereferences. The precision of the array index doesn’t have any bearing on whether things using the result of the array deref can be lowered. Now, only toplevel lowerable nodes are added to the lowerable_rvalues instead instead of additionally adding all of the subnodes. It now also only needs one hash table instead of two. v7. Don’t try to lower sampler types. Instead, the sample instruction is now treated as an independent point where the result of the sample can be used in a lowered section. The precision of the sampler type determines the precision of the sample instruction. This also means the coordinates to the sampler can be lowered. v8. Use f2fmp instead of f2f16. v9. Disable lowering derivatives calcualtions, which might not work properly on some hw backends. Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
2019-04-19 15:36:58 +02:00
lower_precision(shader->ir);
lower_builtins(shader->ir);
glsl: Silence unused parameter warnings glsl/ast_type.cpp: In function ‘void merge_bindless_qualifier(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’: glsl/ast_type.cpp:189:35: warning: unused parameter ‘loc’ [-Wunused-parameter] merge_bindless_qualifier(YYLTYPE *loc, ^~~ glsl/ast_type.cpp:191:52: warning: unused parameter ‘qualifier’ [-Wunused-parameter] const ast_type_qualifier &qualifier, ^~~~~~~~~ glsl/ast_type.cpp:192:52: warning: unused parameter ‘new_qualifier’ [-Wunused-parameter] const ast_type_qualifier &new_qualifier) ^~~~~~~~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_rvalue::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:512:44: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_rvalue::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_texture::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:705:45: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_texture::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_assignment::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:851:48: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_assignment::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_constant::constant_expression_value(void*, hash_table*)’: glsl/ir_constant_expression.cpp:859:46: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter] ir_constant::constant_expression_value(void *mem_ctx, struct hash_table *) ^~~~~~~ glsl/linker.cpp: In function ‘void link_xfb_stride_layout_qualifiers(gl_context*, gl_shader_program*, gl_linked_shader*, gl_shader**, unsigned int)’: glsl/linker.cpp:1655:60: warning: unused parameter ‘linked_shader’ [-Wunused-parameter] struct gl_linked_shader *linked_shader, ^~~~~~~~~~~~~ glsl/linker.cpp: In function ‘void link_bindless_layout_qualifiers(gl_shader_program*, gl_program*, gl_shader**, unsigned int)’: glsl/linker.cpp:1693:52: warning: unused parameter ‘gl_prog’ [-Wunused-parameter] struct gl_program *gl_prog, ^~~~~~~ glsl/lower_distance.cpp: In member function ‘virtual void {anonymous}::lower_distance_visitor_counter::handle_rvalue(ir_rvalue**)’: glsl/lower_distance.cpp:652:59: warning: unused parameter ‘rv’ [-Wunused-parameter] lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv) ^~ glsl/opt_array_splitting.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_array_reference_visitor::visit_leave(ir_assignment*)’: glsl/opt_array_splitting.cpp:198:56: warning: unused parameter ‘ir’ [-Wunused-parameter] ir_array_reference_visitor::visit_leave(ir_assignment *ir) ^~ glsl/glsl_parser_extras.cpp: In function ‘void assign_subroutine_indexes(gl_shader*, _mesa_glsl_parse_state*)’: glsl/glsl_parser_extras.cpp:1869:45: warning: unused parameter ‘sh’ [-Wunused-parameter] assign_subroutine_indexes(struct gl_shader *sh, ^~ Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
2017-09-07 18:40:11 -07:00
assign_subroutine_indexes(state);
lower_subroutine(shader->ir, state);
opt_shader_and_create_symbol_table(ctx, state->symbols, shader);
}
if (!force_recompile) {
free((void *)shader->FallbackSource);
/* Copy pre-processed shader include to fallback source otherwise we
* have no guarantee the shader include source tree has not changed.
*/
shader->FallbackSource = source_has_shader_include ?
strdup(source) : NULL;
}
delete state->symbols;
ralloc_free(state);
if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) {
char sha1_buf[41];
disk_cache_put_key(ctx->Cache, shader->sha1);
if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
_mesa_sha1_format(sha1_buf, shader->sha1);
fprintf(stderr, "marking shader: %s\n", sha1_buf);
}
}
}
} /* extern "C" */
/**
* Do the set of common optimizations passes
*
* \param ir List of instructions to be optimized
* \param linked Is the shader linked? This enables
* optimizations passes that remove code at
* global scope and could cause linking to
* fail.
* \param uniform_locations_assigned Have locations already been assigned for
* uniforms? This prevents the declarations
* of unused uniforms from being removed.
* The setting of this flag only matters if
* \c linked is \c true.
* \param options The driver's preferred shader options.
* \param native_integers Selects optimizations that depend on the
* implementations supporting integers
* natively (as opposed to supporting
* integers in floating point registers).
*/
bool
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
const struct gl_shader_compiler_options *options,
bool native_integers)
{
const bool debug = false;
bool progress = false;
#define OPT(PASS, ...) do { \
if (debug) { \
fprintf(stderr, "START GLSL optimization %s\n", #PASS); \
const bool opt_progress = PASS(__VA_ARGS__); \
progress = opt_progress || progress; \
if (opt_progress) \
_mesa_print_ir(stderr, ir, NULL); \
fprintf(stderr, "GLSL optimization %s: %s progress\n", \
#PASS, opt_progress ? "made" : "no"); \
} else { \
progress = PASS(__VA_ARGS__) || progress; \
} \
} while (false)
OPT(lower_instructions, ir, SUB_TO_ADD_NEG);
if (linked) {
OPT(do_function_inlining, ir);
OPT(do_dead_functions, ir);
OPT(do_structure_splitting, ir);
}
propagate_invariance(ir);
OPT(do_if_simplification, ir);
OPT(opt_flatten_nested_if_blocks, ir);
OPT(opt_conditional_discard, ir);
OPT(do_copy_propagation_elements, ir);
if (options->OptimizeForAOS && !linked)
OPT(opt_flip_matrices, ir);
if (linked && options->OptimizeForAOS) {
OPT(do_vectorize, ir);
}
if (linked)
OPT(do_dead_code, ir, uniform_locations_assigned);
else
OPT(do_dead_code_unlinked, ir);
OPT(do_dead_code_local, ir);
OPT(do_tree_grafting, ir);
OPT(do_constant_propagation, ir);
if (linked)
OPT(do_constant_variable, ir);
else
OPT(do_constant_variable_unlinked, ir);
OPT(do_constant_folding, ir);
OPT(do_minmax_prune, ir);
OPT(do_rebalance_tree, ir);
OPT(do_algebraic, ir, native_integers, options);
OPT(do_lower_jumps, ir, true, true, options->EmitNoMainReturn,
options->EmitNoCont, options->EmitNoLoops);
OPT(do_vec_index_to_swizzle, ir);
OPT(lower_vector_insert, ir, false);
OPT(optimize_swizzles, ir);
OPT(optimize_split_arrays, ir, linked);
OPT(optimize_redundant_jumps, ir);
if (options->MaxUnrollIterations) {
loop_state *ls = analyze_loop_variables(ir);
if (ls->loop_found) {
bool loop_progress = unroll_loops(ir, ls, options);
while (loop_progress) {
loop_progress = false;
loop_progress |= do_constant_propagation(ir);
loop_progress |= do_if_simplification(ir);
/* Some drivers only call do_common_optimization() once rather
* than in a loop. So we must call do_lower_jumps() after
* unrolling a loop because for drivers that use LLVM validation
* will fail if a jump is not the last instruction in the block.
* For example the following will fail LLVM validation:
*
* (loop (
* ...
* break
* (assign (x) (var_ref v124) (expression int + (var_ref v124)
* (constant int (1)) ) )
* ))
*/
loop_progress |= do_lower_jumps(ir, true, true,
options->EmitNoMainReturn,
options->EmitNoCont,
options->EmitNoLoops);
}
progress |= loop_progress;
}
delete ls;
}
#undef OPT
return progress;
}