Commit graph

104 commits

Author SHA1 Message Date
Timothy Arceri
db280e951a glsl: Add support for linking uniform arrays of arrays
V3: Fix setting of data.location for struct AoA UBO members

V2: Handle arrays of arrays in the same way structures are handled

The ARB_arrays_of_arrays spec doesn't give very many details on how
AoA uniforms are intended to be implemented. However in the
ARB_program_interface_query spec there are details that show AoA are
intended to be handled in a similar way to structs.

Issues 7 from the ARB_program_interface_query spec:

 We define rules consistent with our enumeration rules for
 other complex types.  For existing one-dimensional arrays, we enumerate
 a single entry if the array is an array of basic types, or separate
 entries for each array element if the array is an array of structures.
 We follow similar rules here.  For a uniform array such as:

   uniform vec4 a[5][4][3];

 we enumerate twenty different entries ("a[0][0][0]" through
 "a[4][3][0]"), each of which is treated as an array with three elements.
 This is morally equivalent to what you'd get if you worked around the
 limitation in current GLSL via:

    struct ArrayBottom { vec4 c[3]; };
    struct ArrayMid    { ArrayBottom b[3]; };
    uniform ArrayMid   a[5];

 which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]".

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:35:35 +11:00
Iago Toral Quiroga
27dccf097d mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.

In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Brian Paul
b7766a95e1 glsl: whitespace/formatting/typo fixes in link_uniforms.cpp 2015-10-06 08:51:33 -06:00
Timothy Arceri
763cd8c080 glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for
opaque types in a single array.

Cc: Francisco Jerez <currojerez@riseup.net>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
2015-10-05 10:53:24 +11:00
Ilia Mirkin
19598aaa5d glsl: avoid leaking hiddenUniforms map when there are no uniforms
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-02 14:14:27 -04:00
Samuel Iglesias Gonsalvez
6668eb5a45 mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocks
Because it counts shader storage blocks too.

v2:
- Use NumBufferInterfaceBlocks instead (Jordan).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 10:03:47 +02:00
Timothy Arceri
776a3845d6 glsl: clean-up link uniform code
These changes are also needed to allow linking of
struct and interface arrays of arrays.

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2015-09-26 22:27:24 +10:00
Samuel Iglesias Gonsalvez
9b477ad49d main: Add SHADER_STORAGE_BLOCK and BUFFER_VARIABLE support for ARB_program_interface_query
Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries.

v2:
- Use std430_array_stride() to get top level array stride following std430's rules.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:23 +02:00
Samuel Iglesias Gonsalvez
eb9a9b62b1 glsl: ignore buffer variables when counting uniform components
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:22 +02:00
Samuel Iglesias Gonsalvez
1be180b941 glsl: Add std430 support to program_resource_visitor's member functions
They are used to calculate the offset, array stride of uniform/shader
storage buffer variables. Take into account this info to get the right
value for std430.

v2:
- Fix commit log line length and indention. (Jordan)

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:22 +02:00
Samuel Iglesias Gonsalvez
273f61a005 glsl: Add parser/compiler support for unsized array's length()
The unsized array length is computed with the following formula:

array.length() =
   max((buffer_object_size - offset_of_array) / stride_of_array, 0)

Of these, only the buffer size needs to be provided by the backends, the
frontend already knows the values of the two other variables.

This patch identifies the cases where we need to get the length of an
unsized array, injecting ir_unop_ssbo_unsized_array_length expressions
that will be lowered (in a later patch) to inject the formula mentioned
above.

It also adds the ir_unop_get_buffer_size expression that drivers will
implement to provide the buffer length.

v2:
- Do not define a triop that will force backends to implement the
  entire formula, they should only need to provide the buffer size
  since the other values are known by the frontend (Curro).

v3:
- Call state->has_shader_storage_buffer_objects() in ast_function.cpp instead
  of using state->ARB_shader_storage_buffer_object_enable (Tapani).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:21 +02:00
Timothy Arceri
12af915e27 glsl: make variables private
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-09-17 11:28:21 +10:00
Timothy Arceri
dcd9cd0383 glsl: store uniform slot id in var location field
This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.

V3: remove line wrap change from this patch

V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-09-17 11:28:14 +10:00
Timothy Arceri
9788700caf glsl: assign hidden uniforms their slot id earlier
This is required so that the next patch can safely assign the slot id
to the var.

The ids are now assigned in the order we want before allocating storage
so there is no need to sort the storage array and move things around.

V2: rename variable to make code easier to follow as suggested by Jason

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-09-17 11:26:45 +10:00
Timothy Arceri
874a0217fd glsl: order indices for samplers inside a struct array
This allows the correct offset to be easily calculated for indirect
indexing when a struct array contains multiple samplers, or any crazy
nesting.

The indices for the folling struct will now look like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 1 Name: s[1].tex
Sampler index: 2 Name: s[0].si.tex
Sampler index: 3 Name: s[1].si.tex
Sampler index: 4 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2

Before this change it looked like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 3 Name: s[1].tex
Sampler index: 1 Name: s[0].si.tex
Sampler index: 4 Name: s[1].si.tex
Sampler index: 2 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2

struct S_inner {
   sampler2D tex;
   sampler2D tex2;
};

struct S {
   sampler2D tex;
   S_inner si;
};

uniform S s[2];

V3: Update comments with suggestions from Jason

V2: rename struct array counter to have better name

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-09-17 11:26:39 +10:00
Timothy Arceri
c8bc8d7235 glsl: remove specical case subroutine type counting
Unlike samplers we can get the correct value for subroutines from
component_slots()

Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-08-31 13:10:44 +10:00
Dave Airlie
60266863d8 glsl: add uniform and program resource support (v2)
This adds linker support for subroutine uniforms, they
have some subtle differences from real uniforms, we also hide
them and they are given internal uniform names.

This also adds the subroutine locations and subroutine uniforms
to the program resource tracking for later use.

v1.1: drop is_subroutine_def

v2: handle explicit location properly, ARB_explicit_location
has a lot of language for subroutine shaders.
Calculate a link time the number of compatible subroutines
for a uniform, to make program resource easier later.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2015-07-23 17:25:43 +10:00
Kristian Høgsberg
a78a589efc glsl: link buffer variables and shader storage buffer interface blocks
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-07-14 07:04:03 +02:00
Iago Toral Quiroga
1146696f75 mesa: rename is_in_uniform_block to is_in_buffer_block
Since this now checks if a variable is inside a uniform or a shader
storage block.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-07-14 07:04:03 +02:00
Martin Peres
87a4bc5118 mesa: reference built-in uniforms into gl_uniform_storage
This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.

This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Martin Peres <martin.peres@linux.intel.com>
2015-06-04 09:25:00 +03:00
Ian Romanick
8b103cf636 glsl: Silence unused parameter warnings
I opted to comment out "last_field" because it was not obvious what the
meaning of the dangling bool would be.  For the other parameters, the
meaning was more intuitive without the name.

link_uniform_blocks.cpp:70:65: warning: unused parameter 'name' [-Wunused-parameter]
    virtual void enter_record(const glsl_type *type, const char *name,
                                                                 ^
link_uniform_blocks.cpp:77:65: warning: unused parameter 'name' [-Wunused-parameter]
    virtual void leave_record(const glsl_type *type, const char *name,
                                                                 ^
link_uniform_blocks.cpp:93:62: warning: unused parameter 'record_type' [-Wunused-parameter]
                             bool row_major, const glsl_type *record_type,
                                                              ^
link_uniform_blocks.cpp:94:34: warning: unused parameter 'last_field' [-Wunused-parameter]
                             bool last_field)
                                  ^
link_uniforms.cpp:547:65: warning: unused parameter 'name' [-Wunused-parameter]
    virtual void enter_record(const glsl_type *type, const char *name,
                                                                 ^
link_uniforms.cpp:556:65: warning: unused parameter 'name' [-Wunused-parameter]
    virtual void leave_record(const glsl_type *type, const char *name,
                                                                 ^
link_uniforms.cpp:567:34: warning: unused parameter 'last_field' [-Wunused-parameter]
                             bool last_field)
                                  ^

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-05-04 13:49:04 -07:00
Zoë Blade
05e7f7f438 Fix a few typos
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2015-04-27 17:28:29 +03:00
Ilia Mirkin
baa22c8825 glsl: avoid calling base_alignment when samplers are involved
Earlier commit 53bf7c8fd2 changed the logic to always call
base_alignment on structs. 1ec715ce8b hacked the function to return 0
for sampler fields, but didn't handle sampler arrays. Instead of
extending the hack, avoid calling base_alignment in the first place on
non-UBO uniforms.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89726
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Palli <tapani.palli@intel.com>
2015-03-24 10:10:13 -04:00
Ilia Mirkin
c2ece77678 glsl: ensure that enter/leave record get a record type
May make life easier for tools like Coverity.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-02-21 17:27:24 -05:00
Ilia Mirkin
53bf7c8fd2 glsl: fix uniform linking logic in the presence of structs
Add a enter/leave record callback so that the offset may be aligned to
the proper value. Otherwise only leaf fields are called, and the first
field needs to be aligned to the outer struct's base alignment while the
last field needs to be aligned to the inner struct's base alignment.

This removes most usage of the last field/record type values passed into
visit_field.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-02-19 00:28:34 -05:00
Dave Airlie
fe23bb85ba glsl: Uniform linking support for doubles
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-02-19 00:28:34 -05:00
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
Tapani Pälli
9caa5c3b13 glsl: remove unused link_assign_uniform_block_offsets
ubo offsets are assigned by link_uniform_blocks since 514f8c7e

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-09-26 08:29:10 +03:00
Brian Paul
2826212dc7 glsl: use ptrdiff_t cast to silence g++ sign warning
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-09-22 16:56:23 -06:00
Ian Romanick
932b0ef1ce glsl: Use bit-flags image attributes and uint16_t for the image format
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>
2014-08-29 23:29:19 -07:00
Matt Turner
9e2e7c7dc0 glsl: Use UniformBooleanTrue value for uniform initializers.
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-08-18 18:35:48 -07:00
Ian Romanick
b71f149a44 linker: Use the matrix layout information in ir_variable and glsl_type for UBO layout
Use the data that is stored in the ir_variable and the glsl_type to
determine whether or not a UBO member is row-major.

Fixes gles3conform failures in:

ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x3
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.2
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.5
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.9

Causes gles3conform failures in:

ES3-CTS.shaders.uniform_block.random.basic_types.8
ES3-CTS.shaders.uniform_block.random.basic_arrays.3
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4

These failures will be fixed shortly.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-08-04 14:40:07 -07:00
Ian Romanick
d561e79a67 glsl: Track matrix layout of variables using two bits
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]
2014-08-04 14:40:07 -07:00
Ian Romanick
814d694160 glsl: Track matrix layout of structure fields using two bits
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>
2014-08-04 14:40:07 -07:00
Ian Romanick
7f731340d2 linker: Add padding after the last field of a structure
This causes the thing following the structure to be vec4-aligned.

Fixes gles3conform failures in:

ES3-CTS.shaders.uniform_block.random.nested_structs.2
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.5

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-08-04 14:40:07 -07:00
Ian Romanick
47c6fc5b04 linker: Add a last_field parameter to various program_resource_visitor methods
I also considered renaming visit_field(const glsl_struct_field *) to
entry_record and adding an exit_record method.  This would be more
similar to the hierarchical visitor.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-08-04 14:40:06 -07:00
Ian Romanick
6305caea52 glsl: Use the without_array predicate to simplify some code
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2014-08-04 14:40:06 -07:00
Matt Turner
4d78446d78 glsl: Use typed foreach_in_list instead of foreach_list.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-07-01 08:55:51 -07:00
Tapani Pälli
dd2a6519b9 glsl/linker: assign explicit uniform locations
Patch refactors the existing uniform processing so explicit locations
are taken in to account during variable processing. These locations
are temporarily stored in gl_uniform_storage before actual locations
are set.

UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a
valid explicit location.

When locations are set, UniformRemapTable is first populated with
uniforms that have explicit location set (inactive and active ones),
rest are put after explicit location slots.

v2: introduce define for locations that have not been set yet (Ian)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-16 06:49:59 +03:00
Brian Paul
a7aca3919b glsl: replace strncmp("gl_") calls with new is_gl_identifier() helper
Makes things a little easier to read.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-28 15:06:07 -06:00
Timothy Arceri
9c9dd8ca93 glsl: the number of samplers is already calculated so use it
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-13 07:40:08 +10:00
Ian Romanick
4047263cb1 glsl: Clean up "unused parameter" warnings
../../src/glsl/builtin_functions.cpp:72:1: warning: unused parameter 'state' [-Wunused-parameter]

../../src/glsl/ir_clone.cpp:31:1: warning: unused parameter 'ht' [-Wunused-parameter]

../../src/glsl/ir_equals.cpp:44:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_equals.cpp:50:1: warning: unused parameter 'ignore' [-Wunused-parameter]
../../src/glsl/ir_equals.cpp:68:1: warning: unused parameter 'ignore' [-Wunused-parameter]

../../src/glsl/ir_print_visitor.cpp:149:6: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_print_visitor.cpp:556:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_print_visitor.cpp:562:1: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/link_uniforms.cpp:213:1: warning: unused parameter 'record_type' [-Wunused-parameter]

../../src/glsl/loop_analysis.cpp:225:1: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/loop_unroll.cpp:73:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/loop_unroll.cpp:79:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/loop_unroll.cpp:85:30: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/opt_copy_propagation_elements.cpp:189:1: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/opt_cse.cpp:402:1: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/opt_dead_code_local.cpp:117:30: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/opt_redundant_jumps.cpp:53:1: warning: unused parameter 'ir' [-Wunused-parameter]

../../src/glsl/opt_vectorize.cpp:301:1: warning: unused parameter 'ir' [-Wunused-parameter]

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-03-28 10:57:58 -07:00
Tapani Pälli
56b1be4399 mesa/glsl: introduce a remap table for uniform locations
Patch adds a remap table for uniforms that is used to provide a mapping
from application specified uniform location to actual location in the
UniformStorage. Existing UniformLocationBaseScale usage is removed as
table can be used to set sequential values for array uniform elements.

This mapping helps to implement GL_ARB_explicit_uniform_location so that
uniforms locations can be reorganized and handled in a more easy manner.

v2: small fixes + rename parameters for merge and split functions (Ian)
    improve documentation, remove old check for location bounds (Eric)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-03-10 09:46:24 +02:00
Brian Paul
ef8a19ed4f glsl: fix compiler warnings in link_uniforms.cpp
With a non-debug build, gcc has two complaints:
1. 'found' var not used.  Silence with '(void) found;'
2. 'id' not initialized.  It's assigned by the UniformHash->get()
   call, actually.  But init it to zero to silence gcc.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-03-06 07:45:36 -07:00
Francisco Jerez
212122543b glsl/linker: Propagate image uniform access qualifiers to the driver.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:44:06 +01:00
Francisco Jerez
c318a677dd glsl/linker: Assign image uniform indices.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:44:06 +01:00
Francisco Jerez
e51158f2e7 glsl/linker: Count and check image resources.
v2: Add comment about the reason why image variables take up space
    from the default uniform block.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
2014-02-12 18:44:06 +01:00
Paul Berry
665b8d7b6d mesa: Clean up nomenclature for pipeline stages.
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:

- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:

- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-01-08 07:30:30 -08:00
Tapani Pälli
447bb9029f glsl: move variables in to ir_variable::data, part II
This patch moves following bitfields and variables to the data
structure:

explicit_location, explicit_index, explicit_binding, has_initializer,
is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray,
from_named_ifc_block_array, depth_layout, location, index, binding,
max_array_access, atomic

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-12-12 17:28:11 +02:00
Tapani Pälli
33ee2c67c0 glsl: move variables in to ir_variable::data, part I
This patch moves following bitfields in to the data structure:

used, assigned, how_declared, mode, interpolation,
origin_upper_left, pixel_center_integer

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-12-12 17:28:08 +02:00