Commit graph

3026 commits

Author SHA1 Message Date
Matt Turner
43ac31dff0 mesa: Add notes/readme files to distribution. 2014-12-12 12:11:50 -08:00
Matt Turner
952b324b23 mesa: Add scons files to distribution. 2014-12-12 12:11:50 -08:00
Matt Turner
8e2577f2a9 glsl: Add clean-local rule to delete glcpp test output. 2014-12-12 12:11:49 -08:00
Matt Turner
e3ea939988 glsl: Add parser headers to distribution. 2014-12-12 12:11:47 -08:00
Matt Turner
3125cd1f6b glsl: Add lex and yacc sources to distribution.
Since we have manual build rules and list the .c/.cpp files in SOURCES,
we need to explicitly list these for distribution.
2014-12-12 12:11:46 -08:00
Matt Turner
838ac978f4 glsl: Add headers to distribution. 2014-12-12 12:11:46 -08:00
Matt Turner
69386ddfa6 glsl: Distribute tests/, TODO, and README 2014-12-12 12:11:46 -08:00
Samuel Iglesias Gonsalvez
426a50e208 glsl: invariant qualifier is not valid for shader inputs in GLSL ES 3.00
GLSL ES 3.00 spec, chapter 4.6.1 "The Invariant Qualifier",

    Only variables output from a shader can be candidates for invariance. This
    includes user-defined output variables and the built-in output variables.
    As only outputs can be declared as invariant, an invariant output from one
    shader stage will still match an input of a subsequent stage without the
    input being declared as invariant.

This patch fixes the following dEQP tests:

dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_invariant_input

No piglit regressions observed.

v2:
- Add spec content in the code

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-12-09 11:40:00 +01:00
Abdiel Janulgue
4ea8c8d56c glsl: Don't optimize min/max into saturate when EmitNoSat is set
v3: Fix multi-line comment format (Ian)

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Abdiel Janulgue <abdiel.janulgue@linux.intel.com>
2014-12-08 20:14:17 +02:00
Chris Forbes
6b01969345 glcpp: Fix can not to cannot in error message
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
2014-12-07 11:49:28 +13:00
Chris Forbes
b49a069bd3 glcpp: Disallow undefining GL_* builtin macros.
Fixes the piglit test: spec/glsl-es-3.00/compiler/undef-GL_ES.vert

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-12-07 11:47:45 +13:00
Matt Turner
be80f69ecd glsl: Optimize scalar all_equal/any_nequal into equal/nequal.
Cuts an instruction from two shaders in Tesseract, by allowing the
(x+y) cmp 0 -> x cmp -y optimization to take place.

instructions in affected programs:     1198 -> 1194 (-0.33%)

Reviewed-by: Eric Anholt <eric@anholt.net>
2014-12-05 09:49:42 -08:00
Ian Romanick
a909b995d9 linker: Assign varying locations geometry shader inputs for SSO
Previously only geometry shader outputs would be assigned locations if
the geometry shader was the only stage in the linked program.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: pavol@klacansky.com
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82585
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-12-03 11:33:49 -08:00
Ian Romanick
5eca78a00a linker: Wrap access of producer_var with a NULL check
producer_var could be NULL if consumer_var is not NULL and
consumer_is_fs is false.  This will occur when the producer is NULL and
the consumer is the geometry shader for a program that contains only a
geometry shader.  This will occur starting with the next patch.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: pavol@klacansky.com
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82585
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-12-03 11:33:49 -08:00
Tapani Pälli
636db35c35 glsl: throw error when using invariant(all) in a fragment shader
Note that some of the GLSL specifications explicitly state this as
compile error, some simply state that 'it is an error'.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2014-12-03 08:56:19 +02:00
Jordan Justen
cd1b0f04be main, glsl: Bump max known desktop glsl version to 4.50
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-12-01 16:20:21 -08:00
Jordan Justen
307d22abb0 glsl/cs: Change gl_WorkGroupSize from ivec3 to uvec3
As documented in:

https://www.opengl.org/registry/specs/ARB/compute_shader.txt

  const uvec3 gl_WorkGroupSize;

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-12-01 16:20:21 -08:00
Matt Turner
9db278d0e2 glsl: Initialize static temporaries_allocate_names once per process.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2014-12-01 11:32:48 -08:00
Neil Roberts
c97cbd7e3d glsl: Use | action in the lexer source to avoid duplicating the float action
Flex and lex have a special action ‘|’ which means to use the same action as
the next rule. We can use this to reduce a bit of code duplication in the
rules for the various float literal formats.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-11-27 11:43:59 +00:00
Neil Roberts
9d8aa88693 glsl: Disallow float literals with the 'f' suffix but no point or exponent
According to the GLSL spec float literals like ‘1f’ shouldn't be allowed
without adding a decimal point or an exponent. Apparently the AMD driver also
disallows this so it seems unlikely that anything would be relying on it.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-11-27 11:43:17 +00:00
Kenneth Graunke
60f011af1a glsl: Make lower_constant_arrays_to_uniforms require dereferences.
Ilia noticed that my lowering pass was converting the constant array
used by textureGatherOffsets' offsets parameter to a uniform.  This
broke textureGather for Nouveau, and is generally a horrible plan,
since it violates the GLSL constraint that offsets must be an
immediate constant.

When I wrote this pass, I neglected to consider whole array assignment.
I figured opt_array_splitting would handle constant indexing, so this
pass was really about fixing variable indexing.

textureGatherOffsets is an example of whole array access that we really
don't want to touch.  Whole array copies don't appear to benefit from
this either - they're most likely initializers for temporary arrays
which are going to be mutated anyway.  Since you're copying, you may
as well copy from immediates, not uniforms.

This patch makes the pass look for ir_dereference_arrays of
ir_constants, rather than looking for any ir_constant directly.
This way, it ignores whole array assignment.

No shader-db changes or Piglit regressions on Haswell.  Some Piglit
tests generate different code (fixing textureGatherOffsets on Nouveau).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
2014-11-24 15:30:09 -08:00
Matt Turner
b754e52532 glsl: Fix tautological comparison.
Caught by clang.

warning: comparison of constant -1 with expression of type
         'ir_texture_opcode' is always false
      [-Wtautological-constant-out-of-range-compare]
      if (op == -1)
          ~~ ^  ~~

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-11-24 14:09:23 -08:00
Matt Turner
803a744507 glsl: Remove unused ast copy constructors.
These were added in commits a760c738 and 43757135 to be used in
implementing C-style aggregate initializers (commit 1b0d6aef). Paul
rewrote that code in commit 0da1a2cc to use GLSL types, rather than
AST types, leaving these copy constructors unused.

Tested by making them private and providing no definition.
2014-11-24 14:06:39 -08:00
Chris Forbes
129178893b glsl: Generate unique names for each const array lowered to uniforms
Uniform names (even for hidden uniforms) are required to be unique; some
parts of the compiler assume they can be looked up by name.

Fixes the piglit test: tests/spec/glsl-1.20/linker/array-initializers-1

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Cc: "10.4" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-11-24 21:07:56 +13:00
Andres Gomez
1398ed724a glsl_compiler: Add binding hash tables to avoid SIGSEVs on linking stage
When using the stand alone compiler, if we try to link a shader with vertex
attributes it will segfault on linking as the binding hash tables are not
included in the shader program. Obviously, we cannot make the linking stage
succeed without the bound attributes but we can prevent the crash and just
let the linker spit its own error.

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-11-18 08:47:04 -07:00
Andres Gomez
f9fc3ae89b linker: Add carriage returns on several linker errors
Reviewed-by: Brian Paul <brianp@vmware.com>
2014-11-18 08:47:04 -07:00
Neil Roberts
352f8f2d13 linker: Add a missing space in an error message
Reviewed-by: Brian Paul <brianp@vmware.com>
2014-11-13 16:46:12 +00:00
Ian Romanick
9cdf66657a glsl: Swap the order of glsl_type::name and ::length
On x86-64 this saves 8 bytes of padding in the structure, and this
reduces the size of the structure to 32 bytes.

v2: Fix constructor so that GCC won't warn about the order of
initialization.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2014-11-10 04:25:40 -08:00
Ian Romanick
3711abd780 glsl: Store glsl_type::vector_elements and ::matrix_columns as uint8_t
Due to the total number of bits used in the bitfield, this does not
increase the size of the structure.

It does, however, reduce the number of instructions required each time
one of these fields is accessed.  To access ::matrix_columns with the
bitfield, three instructions were required:

    movzbl 0x9(%rdx),%eax
    shr    %al
    and    $0x7,%eax

As a uint8_t, only one instruction is required.

    movzbl 0xa(%rdx),%eax

These fields are accessed *a lot*.

Valgrind callgrind results for a trace of Tesseract:

                 _mesa_Uniform4fv  _mesa_Uniform4f  _mesa_Uniform1i
Before (64-bit):       48,103,497       16,556,096          676,447
After  (64-bit):       45,722,616       15,737,964          670,607

                 _mesa_Uniform4fv  _mesa_Uniform4f  _mesa_Uniform1i
Before (32-bit):       61,472,611       21,051,222          821,361
After  (32-bit):       57,987,421       19,872,226          811,609

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2014-11-10 04:25:40 -08:00
Vinson Lee
42443339f1 glsl/list: Revert unintentional file mode change in previous commit.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
2014-11-07 21:04:08 -08:00
Vinson Lee
f9fc3949e1 glsl/list: Move declaration before code.
Fixes MSVC build error.

shaderapi.c
src\glsl\list.h(535) : error C2143: syntax error : missing ';' before 'type'
src\glsl\list.h(535) : error C2143: syntax error : missing ')' before 'type'
src\glsl\list.h(536) : error C2065: 'node' : undeclared identifier

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=86025
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
2014-11-07 15:36:26 -08:00
Jason Ekstrand
0c36aac832 glsl/list: Add an exec_list_validate function
This can be very useful for trying to debug list corruptions.

Signed-off-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-11-07 14:53:40 -08:00
Kenneth Graunke
a16ca4ac6a glsl: Skip loop-too-large heuristic if indexing arrays of a certain size
A pattern in certain shaders is:

   uniform vec4 colors[NUM_LIGHTS];

   for (int i = 0; i < NUM_LIGHTS; i++) {
      ...use colors[i]...
   }

In this case, the application author expects the shader compiler to
unroll the loop.  By doing so, it replaces variable indexing of the
array with constant indexing, which is more efficient.

This patch extends the heuristic to see if arrays accessed within the
loop are indexed by an induction variable, and if the array size exactly
matches the number of loop iterations.  If so, the application author
probably intended us to unroll it.  If not, we rely on the existing
loop-too-large heuristic.

Improves performance in a phong shading microbenchmark by 2.88x, and a
shadow mapping microbenchmark by 1.63x.  Without variable indexing, we
can upload the small uniform arrays as push constants instead of pull
constants, avoiding shader memory access.  Affects several games, but
doesn't appear to impact their performance.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Kristian Høgsberg <krh@bitplanet.net>
2014-11-06 16:30:47 -08:00
Kenneth Graunke
4f22db5fbb glsl: Lower constant arrays to uniform arrays.
Consider GLSL code such as:

   const ivec2 offsets[] =
      ivec2[](ivec2(-1, -1), ivec2(-1, 0), ivec2(-1, 1),
              ivec2(0, -1),  ivec2(0, 0),  ivec2(0, 1),
              ivec2(1, -1),  ivec2(1, 0),  ivec2(1, 1));

   ivec2 offset = offsets[<non-constant expression>];

Both i965 and nv50 currently handle this very poorly.  On i965, this
becomes a pile of MOVs to load the immediate constants into registers,
a pile of scratch writes to move the whole array to memory, and one
scratch read to actually access the value - effectively the same as if
it were a non-constant array.

We'd much rather upload large blocks of constant data as uniform data,
so drivers can simply upload the data via constbufs, and not have to
populate it via shader instructions.

This is currently non-optional because both i965 and nouveau benefit
from it, and according to Marek radeonsi would benefit today as well.
(According to Tom, radeonsi may want to handle this itself in the long
term, but we can always add a flag when it becomes useful.)

Improves performance in a terrain rendering microbenchmark by about 2x,
and cuts the number of instructions in about half.  Helps a lot of
"Natural Selection 2" shaders, as well as one "HOARD" shader.

total instructions in shared programs: 5473459 -> 5471765 (-0.03%)
instructions in affected programs:     5880 -> 4186 (-28.81%)

v2: Use ir_var_hidden to avoid exposing the new uniform via the GL
    uniform introspection API.

v3: Alphabetize Makefile.sources properly.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77957
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2014-11-06 16:20:01 -08:00
Kenneth Graunke
0c0bfb2ead glsl: Add infrastructure for "hidden" uniforms.
In the compiler, we'd like to generate implicit uniforms for internal
use.  These should not be visible via the GL uniform introspection API.

To support that, we add a new ir_variable::how_declared value of
ir_var_hidden, and plumb that through to gl_uniform_storage.

v2 (idr): Fix some memory management issues in
move_hidden_uniforms_to_end.  The comment block on the function has more
details.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-06 16:20:01 -08:00
Kenneth Graunke
2b7f73af9c glsl: Improve the CSE pass debugging output.
The CSE pass now prints out why it thinks a value is not a candidate for
adding to the AE set.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-11-03 15:16:50 -08:00
Matt Turner
5fbcb1b41d glsl: Remove now useless dot optimization on basis vect
The optimization in commit d056863b covers these cases, which were the
first optimizations I added to the GLSL compiler.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-03 11:27:50 -08:00
Matt Turner
336e76c143 glsl: Emit mul instead of dot if only one component left.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85683
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=85691
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-03 11:27:38 -08:00
Chia-I Wu
2d64e4ffba glsl: protect glsl_type with a mutex
glsl_type has several static hash tables and a static ralloc context.  They
need to be protected by a mutex as they are not thread-safe.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69200
Signed-off-by: Chia-I Wu <olv@lunarg.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-10-30 02:26:19 -07:00
Chia-I Wu
a6706163cb glsl: protect anonymous struct id with a mutex
There may be two contexts compiling shaders at the same time, and we want the
anonymous struct id to be globally unique.

Signed-off-by: Chia-I Wu <olv@lunarg.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-10-30 02:26:19 -07:00
Chia-I Wu
e3f2029479 util: add _mesa_strtod and _mesa_strtof
Both core mesa and glsl have their own wrappers for strtof_l.  Merge
and move them to util/.  They are compiled with a C++ compiler so that
we can make them thread-safe in a following commit.

Signed-off-by: Chia-I Wu <olv@lunarg.com>
Reviewed-by: Kenneth Graunke <kenneth@whiteacpe.org>
2014-10-30 02:26:19 -07:00
Matt Turner
d056863b3c glsl: Drop constant 0.0 components from dot products.
Helps a small number of vertex shaders in the games Dungeon Defenders
and Shank, as well as an internal benchmark.

instructions in affected programs:     2801 -> 2719 (-2.93%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-10-29 21:35:46 -07:00
Andres Gomez
b0e0c26f02 glsl: Standardize names and fix typos
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-10-24 23:14:04 -07:00
Ian Romanick
9cdf2f78fc mesa: Silence unused parameter warning in _mesa_clear_shader_program_data
Just remove the parameter.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-10-24 19:54:38 -07:00
Ian Romanick
fefead3b63 linker: Rely on _mesa_clear_shader_program_data to clear link information
_mesa_link_shader_program already calls _mesa_clear_shader_program_data
before calling link_shaders, so this is already done.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-10-24 19:54:38 -07:00
Anuj Phogat
7a652c41b4 glsl: Use signed array index in update_max_array_access()
Avoids a crash in case of negative array index is used in a
shader program.

Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2014-10-22 16:13:37 -07:00
Anuj Phogat
6f0089e92e glsl: Fix crash due to negative array index
Currently Mesa crashes with a shader like this:

[fragmnet shader]
float[5] array;
int idx = -2;
void main()
{
   gl_FragColor = vec4(0.0, 1.0, 0.0, array[idx]);
}

Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2014-10-22 16:13:37 -07:00
Kenneth Graunke
32364a1fe5 glsl: Delete unused gl_uniform_driver_format enum values.
A while back, Matt made the uniform upload functions simply upload
ctx->Const.UniformBooleanTrue for boolean values instead of 0/1, which
removed the need to convert it later.  We also set UniformBooleanTrue to
1.0f for drivers which want to treat booleans as 0.0/1.0f.

Nothing ever sets these, so they are dead.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-10-21 18:53:13 -07:00
Brian Paul
14379a0644 glsl: fix several use-after-free bugs
The get_variable_being_redeclared() function can free the 'var' argument.
Thereafter, we cannot assume that 'var' is a valid  pointer.  This patch
replaces 'var->name' with 'earlier->name' in two places and calls
is_gl_identifier(var->name) before 'var' might get freed.

This fixes several piglit GLSL crashes, including:
spec/glsl-1.50/execution/geometry/clip-distance-in-param
spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy
spec/glsl-1.50/compiler/gs-redeclares-pervertex-out-before-global-redeclaration.geom

I'm not sure why these were not spotted sooner.
A similar bug was previously fixed by f9cecca7a.

Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2014-10-20 08:59:32 -06:00
Tapani Pälli
73dd50acf6 glsl: implement switch flow control using a loop
Patch removes old variable based logic for handling a break inside
switch. Switch is put inside a loop so that existing infrastructure
for loop flow control can be used for the switch, now also dead code
elimination works properly.

Possible 'continue' call inside a switch needs now special handling
which is taken care of by detecting continue, breaking out and calling
continue for the outside loop.

v2: remove one unnecessary ir_expression (Curro)

Fixes following Piglit tests:

   fs-exec-after-break.shader_test
   fs-conditional-break.shader_test

No Piglit or es3conform regressions.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2014-10-20 07:55:58 +03:00