All of the GL image enums fit in 16-bits.
Also move the fields from the anonymous "image" structucture to the next
higher structure. This will enable packing the bits with the other
bitfield.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 76 40,572,916,873 68,831,248 63,328,783 5,502,465 0
After (32-bit): 70 40,577,421,777 68,487,584 62,973,695 5,513,889 0
Before (64-bit): 60 36,822,640,058 96,526,824 88,735,296 7,791,528 0
After (64-bit): 74 37,124,603,758 95,891,808 88,466,712 7,425,096 0
A real savings of 346KiB on 32-bit and 262KiB on 64-bit.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Piglit's spec/glsl-1.10/linker/override-builtin-{const,uniform}-05 tests
do the following:
1. Call abs(float) - a built-in function.
2. Create a user-defined replacement for abs(float).
3. Call abs(float) again - now the user function.
At step 1, we created an ir_function which included the built-in
signature, added it to the symbol table, and emitted it into the IR
stream.
Then, when processing the function definition at step 2, we'd see that
there was already an ir_function. But, since there were no user-defined
functions, we skipped over a bunch of code, and ended up creating a
second one. This new ir_function shadowed the original in the symbol
table, but both ended up in the IR stream.
This results in an awkward situation where searching for an ir_function
via the symbol table, a forward linked list walk, and a reverse linked
list walk may return different ir_functions. This seems undesirable.
This patch instead re-uses the existing ir_function, putting both
built-in and user-defined signatures in the same one. The previous
patch's additional filtering ensures everything continues working.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.3
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
Causes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9
This failure will be fixed shortly.
v2: Use without_array() instead of older predicates.
v3: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
v2: Rename GLSL_MATRIX_LAYOUT_DEFAULT to GLSL_MATRIX_LAYOUT_INHERITED.
Add comments in glsl_types.h explaining the layouts. Suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This patch fixes regressions caused by commit 48deb4d. Regressions
happened because 'run_default' var did not get initialized when default
case was the last one.
Now all the switch tests in es3conform suite are passing.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=81857
This fixes following tests in es3conform:
shaders.switch.default_not_last_dynamic_vertex
shaders.switch.default_not_last_dynamic_fragment
and makes following tests in Piglit pass:
glsl-1.30/execution/switch/fs-default-notlast-fallthrough
glsl-1.30/execution/switch/fs-default_notlast
No Piglit regressions.
v2: take away unnecessary ir_if, just use conditional assignment
v3: use foreach_in_list instead of foreach_list
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com> (v2)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v3)
Instead of hand-rolling it.
v2 [mattst88]: Rename get_size to length. Expand comment in ir_reader.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Connor Abbott <connor.abbott@intel.com>
This implements parsing requirements for multi-stream support in
geometry shaders as defined in ARB_gpu_shader5.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This only makes any sense on the GS input or output layout declaration,
nowhere else.
Fixes the piglit tests:
* spec/glsl-1.50/compiler/incorrect-in-layout-qualifiers-with-variable-declarations.geom
* spec/glsl-1.50/compiler/incorrect-out-layout-qualifiers-with-variable-declarations.geom
* spec/glsl-1.50/compiler/layout-fs-no-output.frag
* spec/glsl-1.50/compiler/layout-vs-no-input.vert
* spec/glsl-1.50/compiler/layout-vs-no-output.vert
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Patch adds a type check between switch init-expression and case label
and performs a implicit signed->unsigned type conversion when possible.
v2: add GLSL spec reference, do implicit conversion if possible (Matt)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=79724
Reviewed-by: Matt Turner <mattst88@gmail.com>
Patch adds a preprocessor define for the extension and stores explicit
location data for uniforms during AST->HIR conversion. It also sets
layout token to be available when having the extension in place.
v2: change parser check to require GLSL 330 or enabling
GL_ARB_explicit_attrib_location (Ian)
v3: fix the check and comment in AST->HIR (Petri)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Found with IWYU. Comment says it's for struct gl_extensions.
Grepping for gl_extensions shows no uses.
Tested by compiling on my Ivy-bridge system.
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Thomas Helland <thomashelland90@gmail.com>
We've been allowing `centroid` and `sample` in all kinds of weird places
where they're not valid.
Insist that `sample` is combined with `in` or `out`;
and that `centroid` is combined with `in`, `out`, or the deprecated
`varying`.
V2: Validate this in a more sensible place. This does require an extra
case for uniform blocks members and struct members, though, since they
don't go through the normal path.
V3: Improve error message wording; eliminate redundant error generation
for inputs in VS or outputs in FS.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We're about to add new implicit conversions, first for ARB_gpu_shader5,
and then later for ARB_gpu_shader_fp64. Pull out the opcode
determination into its own function, and get rid of the bool -> float
case that could never be hit anyway [since it fails the is_numeric()
check].
V2: Retain the vector width mangling. It turns out this is necessary for
the conversions done (and then thrown away) when determining the return
type of arithmetic operators.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This works like glsl-1.20+'s invariant redeclarations, but with fewer
restrictions, since `precise` is allowed on pretty much anything.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
The call to get_variable_being_redeclared() may delete 'var' so we
can't reference var->name afterward. We fix that by examining the
var's name before making that call.
Fixes valgrind warnings and possible crash when running the piglit
tests/spec/glsl-1.30/execution/clipping/vs-clip-distance-in-param.shader_test
test (and probably others).
Cc: "10.1 10.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Section 4.3.8.1, page 39 of GLSL 1.50 spec says:
"Within any shader, the first redeclarations of gl_FragCoord
must appear before any use of gl_FragCoord."
GLSL compiler should generate an error in following case:
vec4 p = gl_FragCoord;
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
}
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch makes the glsl compiler to generate an error if we have a
fragment shader defined with conflicting layout qualifier declarations
for gl_FragCoord. For example:
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main()
{
}
V2: Some code refactoring for better readability.
Add compiler error conditions for redeclarations like:
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
and
in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
V3: Simplify function is_conflicting_fragcoord_redeclaration()
V4: Check for null pointer before doing strcmp(var->name, "gl_FragCoord").
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Previously this was special-cased for VS and FS; it never got updated
when geometry shaders came along. Generalize using is_varying_var() so
this won't be broken again with tessellation.
Note that there are two copies of the logic for `invariant`: It can be
present as part of a new declaration, and also as a redeclaration of an
existing variable or block member.
Fixes the four new piglits:
spec/glsl-1.50/compiler/invariant-qualifier-*.geom
Note for stable: This won't quite pick cleanly due to whitespace and
state->target -> state->stage renames. Should be straightforward
adjustments though.
Cc: "10.0 10.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Information about the binding was not being properly communicated from
the front-end compiler to the linker. As a result, the linker never
knew that any UBOs had explicit bindings!
Fixes the piglit test arb_shading_language_420pack-binding-layout.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: github@socker.lepus.uberspace.de [v0]
Cc: "10.1" <mesa-stable@lists.freedesktop.org>
Cc: github@socker.lepus.uberspace.de
While we wish our optimization passes could identify all the cases where
we can coalesce our variables, we miss out on a lot of opportunities.
total instructions in shared programs: 1673849 -> 1673166 (-0.04%)
instructions in affected programs: 299521 -> 298838 (-0.23%)
GAINED: 7
LOST: 0
Note that many programs are "hurt". The notable ones are where we produce
unrolling in cases we didn't before (presumably just because of the lower
instruction count). But there are also some cases where pushing things
right into the variables prevents copy propagation and tree grafting,
since we don't split our variable usage webs apart.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
GL_ARB_separate_shader_objects adds the ability to specify location
layouts for interstage inputs and outputs.
In addition, this extension makes 'in' and 'out' generally available for
shader inputs and outputs. This mimics the behavior of
GL_ARB_explicit_attrib_location.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
We introduce a new merge_in_qualifier ast_type_qualifier
which allows specialized handling of merging input layout
qualifiers.
By merging layout qualifiers into state->in_qualifier, we
allow multiple input qualifiers. For example, the primitive
type can be specified specified separately from the
invocations count (ARB_gpu_shader5).
state->gs_input_prim_type is moved into state->in_qualifier->prim_type
state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.
v4:
* Merge with compute shader input layout qualifiers
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
The const in
const unsigned foo(void);
is meaningless. Removing it silences this warning:
src/glsl/ast_to_hir.cpp:1802:56: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
From page 14 (page 20 of the PDF) of the GLSL 1.10 spec:
"In addition, all identifiers containing two consecutive underscores
(__) are reserved as possible future keywords."
The intention is that names containing __ are reserved for internal use
by the implementation, and names prefixed with GL_ are reserved for use
by Khronos. Names simply containing __ are dangerous to use, but should
be allowed.
Per the Khronos bug mentioned below, a future version of the GLSL
specification will clarify this.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: "9.2 10.0 10.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Tested-by: Darius Spitznagel <d.spitznagel@goodbytez.de>
Cc: Tapani Pälli <lemody@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=71870
Bugzilla: Khronos #11702
To fix MSVC compile breakage. Evidently, _restrict is an MSVC keyword,
though the docs only mention __restrict (with two underscores).
Note: we may want to also rename _volatile to volatile_flag to be
consistent.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74900
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
No opaque types may be statically initialized in the shader, all
opaque variables must be declared uniform or be part of an "in"
function parameter declaration, no opaque types may be used as the
return type of a function.
v2: Add explicit check for opaque types in interface blocks. Check
for opaque types in ir_dereference::is_lvalue().
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Aggregating images inside uniform blocks is explicitly disallowed by
the standard, aggregating them inside structures is not (as of GL
4.4), but there is a similar problem as with atomic counters: image
uniform declarations require either a "writeonly" memory qualifier or
an explicit format qualifier, which are explicitly forbidden in
structure member declarations. In the resolution of Khronos bug
#10903 the same wording applied to atomic counters was decided to mean
that they're not allowed inside structures -- Rejecting image member
declarations within structures seems the most reasonable option for
now.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
v2: Reuse the glsl_sampler_dim enum for images. Reuse the
glsl_type::sampler_* fields instead of creating new ones specific
to image types. Reuse the same constructor as for samplers adding
a new 'base_type' argument.
Reviewed-by: Paul Berry <stereotype441@gmail.com>