Passes the newly added piglit test for this extension on i965.
V2: Fix comments by Ilia.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Previously if you used MESA_GL_VERSION_OVERRIDE=3.3COMPAT, Mesa exposed
an OpenGL 3.3 compatibility profile context (with various unimplemented
features and bugs), but still refused to compile shaders with
#version 330 compatibility
This patch simply adds a small bit of plumbing to let that through.
Of course the same caveats apply: compatibility profile is still not
supported (and will not be supported), so there are no guarantees that
anything will work.
Tested-by: Dylan Baker <dylan@pnwbakers.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Correctly handled by all the build systems.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
define __STDC_FORMAT_MACROS and include <inttypes.h> (same as
ir_builder_print_visitor.cpp already does).
Otherwise, some mingw build errors out (since
8e7e1ae036 and
bbce1c538d presumably) with:
src/compiler/glsl/ir_print_visitor.cpp:479:40: error: expected ‘)’ before ‘PRIu64’
case GLSL_TYPE_UINT64:fprintf(f, "%" PRIu64, ir->value.u64[i]); break;
(Note even with that fix I get other format specifier warnings:
src/compiler/glsl/ir_print_visitor.cpp:473:47:
warning: unknown conversion type character ‘a’ in format [-Wformat=]
fprintf(f, "%a", ir->value.f[i]);
^
src/compiler/glsl/ir_print_visitor.cpp:473:47:
warning: too many arguments for format [-Wformat-extra-args]
but it still compiles at least)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This adds support for 64-bit integer constants to the parser,
ast and ir.
v2: fix a few issues found in testing.
v3: Add missing ir_constant copy contructor support.
v4: Use PRIu64 and PRId64 in printfs in glsl_parser_extras.cpp.
Suggested by Nicolai. Rebase on Marek's linalloc changes.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v2]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v3]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This just adds the basic boilerplate support.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Here we remove the single use of this field in gl_linked_shader
which allows us to move the field out of gl_shader_info
While we are at it we rewrite link_xfb_stride_layout_qualifiers()
to be more clear.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is never used in gl_linked_shader other than as a temp
during linking so just use a temp instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will let us to make _CurrentFragmentProgram a gl_program pointer
allowing for simpilifications to be made.
We also need to add a field to gl_shader to hold it during parsing.
In gl_program we put it inside a union in anticipation of moving
more fields here that can be only fs or vertex stage fields.
Reviewed-by: Eric Anholt <eric@anholt.net>
This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
This reverts commit 4c86399378.
The commit was erroneous because the ast_layout_expression class was
created to hold a list of values for a layout-qualifier-name which is
allowed to appear in more than one expression in the same
shader/program but not to hold different values.
In other words, the list is used for an after check that all the
declared values for a layout-qualifier-name are consistent.
Therefore, the values stored must match always, not just for
"max_vertices" or any other eventual layout-qualifier-name.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Consider this example:
" #version 150 core
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_explicit_attrib_location: require
layout(location=0) out vec4 o;
layout(binding=2) layout(binding=3, std140) uniform U {
vec4 a;
} u[2];"
As there is 2 layout-qualifiers for the uniform U and the binding
layout-qualifier-id is duplicated, the rules set by the
ARB_shading_language_420pack spec state that the rightmost should
prevail.
Our ast_type_qualifier merges with others in a way that if the value
for a layout-qualifier-id is set in both, the object being merged
overwrites the value of the object invoking the merge. Hence, the
merge has to happen from the left layout towards the right one and
this was not happening for interface blocks because we were merging
into the default layout qualifier.
Now, the merge is done from left to right and, as a last step, we
merge into the default layout qualifier if needed, so the values of
the explicit layouts prevail over it.
V2: added a default_layout variable instead of a layout_helper and
make the merge directly over the layout one. Suggested by Timothy.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
This extension can be enabled automatically as it is a subset of
ARB_shader_image_load_store.
v2: Replace helper function by qualifier struct field (Ilia)
Enable NV_image_formats using ARB_shader_image_load_store (Ilia)
v3: Drop extension field from gl_extensions (Ilia)
Release notes (Ilia)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98480
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Generally, we only check for the presence of compute shaders during
parsing when we find any language (like layout qualifiers) that are
specific to compute shaders, however, it is possible to define an
empty compute shader does not use any language specific to compute
shaders at all and we should fail the compilation anyway. dEQP checks
this.
This patch adds a check for compute shader availability after we have
parsed the source code. At this point we know the effective GLSL version
and also extensions enabled in the shader.
Fixes a subcase of the following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
The tests still fail because there is one more subcase that fails that needs
another fix.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This is the new layout qualifier introduced by
ARB_compute_variable_group_size which allows to use a variable work
group size.
v4: - add missing '%s' in the monster format string
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This also initializes the default values for the standalone compiler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
max_unroll_iterations was moved into options a long, long time ago.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The expectation is that drivers will set this based on
OES_geometry_shader and ARB_viewport_array support. This is a separate
enable on the same reasoning as for OES_texture_cube_map_array.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it on, I've left that for someone else to wire up.
Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is identical to OES_texture_cube_map_array support. dEQP has tests
which use this extension. Also it is part of AEP.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This has a separate enable flag because this extension also requires
OES_geometry_shader. It is possible that some drivers may support
OpenGL ES 3.1 and ARB_texture_cube_map but not support
OES_geometry_shader.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2 (Ken): Add a BLEND_NONE enum value (no qualifiers in use).
v3 (Ken): Rename gl_blend_support_qualifier to gl_advanced_blend_mode.
v4 (Ken): Mark map[] as static const (Ilia).
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
I do appreciate the cleverness, but unfortunately it prevents a lot more
cleverness in the form of additional compiler optimizations brought on
by -fstrict-aliasing.
No difference in OglBatch7 (n=20).
Co-authored-by: Davin McCall <davmac@davmac.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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
Some games are sloppy.. perhaps because it is defined behavior for DX or
perhaps because nv blob driver defaults things to zero.
So add driconf param to force uninitialized variables to default to zero.
This issue was observed with rust, from steam store. But has surfaced
elsewhere in the past.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>