Commit graph

2271 commits

Author SHA1 Message Date
Kenneth Graunke
f91475d4ab glsl: Create and use a has_uniform_buffer_objects() helper.
This is better than overriding the extension enable based on the
language version; it's robust against shaders that do:

   #version 140
   #extension GL_ARB_uniform_buffer_object : disable

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-26 16:55:18 -07:00
Kenneth Graunke
e4af55c78f glsl: Create and use a has_explicit_attrib_location() helper.
Explicit attribute locations are supported with GLSL 3.30, GLSL ES 3.00,
or "#extension GL_ARB_explicit_attrib_location: enable".  Using a helper
function makes it easy to check for this.

This enables support in GLSL 3.30, which was previously missing.

Previously, we overrode the extension enable flag for ES 3.00.  This is
not robust against a shader such as:

   #version 330
   #extension GL_ARB_explicit_attrib_location : disable

Disabling extensions should not remove core language functionality.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-26 16:55:18 -07:00
Vinson Lee
59157d1c96 glsl: Initialize ir_lower_jumps_visitor member variables.
Fixes "Unintialized scalar field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-24 22:54:25 -07:00
Vinson Lee
94e3ecae2d glsl: Initialize lower_vector_visitor::dont_lower_swz.
Fixes "Uninitialized scalar field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-24 22:51:23 -07:00
Vinson Lee
74b02b8e3f glsl: Initialize assignment_generator member variables.
Fixes "Uninitialized pointer field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-24 22:16:39 -07:00
Eric Anholt
10ef949424 glsl: Hide many classes local to individual .cpp files in anon namespaces.
This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO.  Saves about 60kb on disk.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@.intel.com>
2013-09-23 12:45:22 -07:00
Vinson Lee
6d29db715b glsl: Define isnormal and copysign for MSVC to fix build.
This patch fixes these MSVC build errors.

ir_constant_expression.cpp
src\glsl\ir_constant_expression.cpp(564) : warning C4244: '=' : conversion from 'int' to 'float', possible loss of data
src\glsl\ir_constant_expression.cpp(1384) : error C3861: 'isnormal': identifier not found
src\glsl\ir_constant_expression.cpp(1385) : error C3861: 'copysign': identifier not found

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69541
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Acked-by: Matt Turner <mattst88@gmail.com>
2013-09-22 16:11:36 -07:00
Kenneth Graunke
81a3759bb5 glsl: Use the new DECLARE_R[Z]ALLOC_CXX_OPERATORS in a bunch of places.
This eliminates a lot of boilerplate and should be 100% equivalent.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-21 09:17:06 -07:00
Kenneth Graunke
bfbad9d1a8 ralloc: Introduce new macros for defining C++ new/delete operators.
Most of our C++ classes define placement new and delete operators so we
can do convenient allocation via:

   thing *foo = new(mem_ctx) thing(...)

Currently, this is done via a lot of boilerplate.  By adding simple
macros to ralloc, we can condense this to a single line, making it
trivial to add this feature to a new class.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-21 09:16:02 -07:00
Ian Romanick
b4cf56cdf8 glsl: Set VertexProgram.MaxOutputComponents and FragmentProgram.MaxInputComponents in standalone scaffolding
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-19 17:14:49 -05:00
Kenneth Graunke
d2d90d66d8 glsl: Delete builtin_builder::shader when destroying built-ins.
I would use _mesa_delete_shader, but it's declared static, and we don't
really need any of the stuff in it anyway.

This fixes a memory leak caught by Valgrind.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-09-19 10:52:58 -07:00
Adrian Negreanu
602d368446 android: Remove builtin_compiler
The first part was done in:

   commit c845140a20
   Author: Kenneth Graunke <kenneth@whitecape.org>
   Date:   Tue Sep 3 21:22:17 2013 -0700

Signed-off-by: Adrian Negreanu <adrian.m.negreanu@intel.com>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
2013-09-18 09:35:55 -07:00
Matt Turner
a3b51a22f7 glsl: Correctly validate fma()'s types.
lrp() can take a scalar as a third argument, and fma() cannot.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-17 17:02:06 -07:00
Matt Turner
d56bbd0441 glsl: Add frexp signatures and implementation.
I initially implemented frexp() as an IR opcode with a lowering pass,
but since it returns a value and has an out-parameter, it would break
assumptions our optimization passes make about ir_expressions being pure
(i.e., having no side effects).

For example, if opt_tree_grafting encounters this code:

uniform float u;
void main()
{
  int exp;
  float f = frexp(u, out exp);
  float g = float(exp)/256.0;
  float h = float(exp) + 1.0;
  gl_FragColor = vec4(f, g, h, g + h);
}

it may try to optimize it to this:

uniform float u;
void main()
{
  int exp;
  float g = float(exp)/256.0;
  float h = float(exp) + 1.0;
  gl_FragColor = vec4(frexp(u, out exp), g, h, g + h);
}

Some hardware has an instruction which performs frexp(), but we would
need some other compiler infrastructure to be able to generate it, such
as an intrinsics system that would allow backends to emit specific code
for particular bits of IR.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-17 17:01:58 -07:00
Matt Turner
d0b8ea60b7 glsl: Add ldexp_to_arith lowering pass.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-17 16:59:23 -07:00
Matt Turner
5561251b58 glsl: Allow vectors to be created from ir_constant().
Note the parameter name change in the int version of ir_constant, to
avoid the conflict with the loop iterator.

v2: Make analogous change to builtin_builder::imm().
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-17 16:59:14 -07:00
Matt Turner
b2ab840130 glsl: Add support for ldexp.
v2: Drop frexp. Rebase on builtins rewrite.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-17 16:59:05 -07:00
Kenneth Graunke
120d100627 glsl/tests: Update .gitignore for new unit test.
I rarely run 'git status', so I failed to notice this was missing.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-16 08:26:09 -07:00
Kenneth Graunke
1da3ff1b1c glsl/tests: Add a test for properties of sampler types.
For each sampler type, this tests that:
- The base type is GLSL_TYPE_SAMPLER.
- The dimensionality is set correctly.
- The returned data type is correct.
- The sampler_array and sampler_shadow flags are set correctly.
- sampler_coordinate_components() returns the correct value.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
2013-09-15 21:48:20 -07:00
Paul Berry
71ffac691b glsl/builtins: Fix {texture1D,texture2D,shadow1D}ArrayLod availibility.
These functions are defined in EXT_texture_array, which makes no
mention of what shader types they should be allowed in.  At the time
EXT_texture_array was introduced, functions ending in "Lod" were
available only in vertex shaders, however this restriction was lifted
in later spec versions and extensions.

We already have the function lod_exists_in_stage() for figuring out
whether functions ending in "Lod" should be available, so just re-use
that.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-13 14:59:06 -07:00
Ian Romanick
ea373f03e8 mesa: Rename MESA_shader_integer_mix to EXT_shader_integer_mix
Everyone at the Khronos meeting was as surprised that GLSL didn't
already support this as we were.  Several vendors said they'd ship it,
but there didn't seem to be enough interest to put in the effort to make
it ARB or KHR.

v2: Fix a couple typos and rename the spec file to
EXT_shader_integer_mix.spec.  Suggested by Roland.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2013-09-13 09:56:36 -05:00
Kenneth Graunke
c59659ca08 glsl: Use sampler_coordinate_components instead of passing it by hand.
We used to pass the number of components actually used for the
coordinate (rather than padding, shadow comparitors, and projectors) by
hand, specifying it on every _texture() call.

The new helper function can just compute this, eliminating a lot of
potential mistakes.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-11 22:48:32 -07:00
Kenneth Graunke
694be9115d glsl: Add a new glsl_type::sampler_coordinate_components() function.
This computes the number of components necessary to address a sampler
based on its dimensionality.  It will be useful for texturing built-ins.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-11 22:48:32 -07:00
Paul Berry
1a33e0233a glsl: During linking, record whether a GS uses EndPrimitive().
This information will be useful in the i965 back end, since we can
save some compilation effort if we know from the outset that the
shader never calls EndPrimitive().

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-11 11:16:35 -07:00
Vinson Lee
787ac4207e glsl: Add missing va_end in builtin_builder::add_function.
Fixes "Missing varargs init or cleanup" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-10 09:52:03 -07:00
Vinson Lee
118cdd1d3f glsl: Initialize builtin_builder member variables.
Fixes "Uninitialized pointer field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-10 09:49:02 -07:00
Brian Paul
395b941086 glsl: fix variadic macro for MSVC
MSVC doesn't accept the rest... syntax.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-09 17:52:44 -06:00
Brian Paul
1ddb56d160 glsl: remove struct keyword from ir_variable declarations
To silence MSVC warnings.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-09-09 17:52:44 -06:00
Matt Turner
56fff7063d glsl: Implement MESA_shader_integer_mix extension.
Because why doesn't GLSL allow you to do this already?

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-09 15:01:08 -07:00
Matt Turner
fd183fa02c glsl: Use conditional-select in mix().
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-09 15:01:08 -07:00
Matt Turner
7aaa38728f glsl: Add conditional-select IR.
It's a ?: that operates per-component on vectors. Will be used in
upcoming lowering pass for ldexp and the implementation of frexp.

 csel(selector, a, b):
   per-component result = selector ? a : b

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-09-09 15:01:08 -07:00
Kenneth Graunke
60850b7b9f glsl: Rename ir_function_signature::builtin_info to builtin_avail.
builtin_info was originally going to be a structure containing a bunch
of information, but after various rewrites, it turned into a boolean
availability predicate.

builtin_avail is a better name than builtin_info, since it doesn't
store any information other than availability.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:54:46 -07:00
Kenneth Graunke
b973b44a4d glsl: Add missing type inference for ir_binop_bfm.
Matt noticed that this was missing.  Nothing uses this currently.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:33 -07:00
Kenneth Graunke
722eff674b glsl: Delete old built-in function generation code.
None of this is used anymore.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:33 -07:00
Kenneth Graunke
c845140a20 glsl: Remove builtin_compiler from the build system.
We don't actually use anything from builtin_function.cpp, so we don't
need to generate it anymore.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Acked-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:33 -07:00
Kenneth Graunke
76d2f73643 glsl: Switch to the new built-in function module.
All built-ins are now handled by the new code; the old system is dead.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:33 -07:00
Kenneth Graunke
7ddc312c1b glsl: Write a new built-in function module.
This creates a new replacement for the existing built-in function code.
The new module lives in builtin_functions.cpp (not builtin_function.cpp)
and exists in parallel with the existing system.  It isn't used yet.

The new built-in function code takes a significantly different approach:

Instead of implementing built-ins via printed IR, build time scripts,
and run time parsing, we now implement them directly in C++, using
ir_builder.  This translates to faster load times, and a much less
complex build system.

It also takes a different approach to built-in availability: each
signature now stores a boolean predicate, which makes it easy to
construct arbitrary expressions based on _mesa_glsl_parse_state's
fields.  This is much more flexible than the old system, and also
easier to use.

Built-ins are also now stored in a single gl_shader object, rather
than being spread out across a number of shaders that need to be linked.
When searching for a matching prototype, we simply consult the
availability predicate.  This also simplifies the code.

v2: Incorporate Matt Turner's feedback: use the new fma() function rather
    than expr().  Don't expose textureQueryLOD() in GLSL 4.00 (since it
    was renamed to textureQueryLod()).  Also correct some #undefs.
v3: Incorporate Paul Berry's feedback: rename legacy to compatibility;
    add comments to explain a few things; fix uvec availability; include
    shaderobj.h instead of repeating the _mesa_new_shader prototype.
v4: Fix lack of TEX_PROJECT on textureProjGrad[Offset] (caught by oglc).
    Add an out_var convenience function (more feedback by Matt Turner).
v5: Rework availability predicates for Lod functions.  They were broken.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Enthusiastically-acked-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 14:42:18 -07:00
Kenneth Graunke
8d90328eb3 glsl: Add optional parameters to the ir_factory constructor.
Each ir_factory needs an instruction list and memory context in order to
be useful.  Rather than creating an object and manually assigning these,
we can just use optional parameters in the constructor.

This makes it possible to create a ready-to-use factory in one line:

   ir_factory body(&sig->body, mem_ctx);

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
666df56551 glsl: Add IR builder shortcuts for a bunch of random opcodes.
Adding new convenience emitters makes it easier to generate IR involving
these opcodes.

bitfield_insert is particularly useful, since there is no expr() for
quadops.

v2: Add fma() and rename lrp() operands to x/y/a to match the GLSL
    specification (suggested by Matt Turner).  Fix whitespace issues.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
1a6c0efa11 glsl: Expose IR builder support for arbitrary swizzling.
IR builder already offers a lot of swizzling functions, such as
swizzle_xxxx, swizzle_z, or swizzle_for_size.

The swizzle_xxxx style is convenient if you statically know which
components you want.  swizzle_for_size is great if you want to select
the first few components.  However, if you want to select components
based on, say, a loop counter, none of those are sufficient.

IR builder actually already had support for arbitrary swizzling, but
didn't expose it.  This patch exposes that API.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
202238824b glsl: Add a new ir_builder::dotlike() function.
dotlike() uses ir_binop_mul for scalars, and ir_binop_dot for vectors.

When generating built-in functions, we often want to use regular
multiply for scalar signatures, and dot() for vector signatures.
ir_binop_dot only works on vectors, so we have to switch opcodes,
even if the code is otherwise identical.  dotlike() makes this easy.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
d716b3376c glsl: Add IR builder support for generating return statements.
We use "ret" as the function name since "return" is a C++ keyword, and
"ir_return" is already a class name.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
f72a8498e7 glsl: Add IR builder support for conditional assignments.
This adds two new signatures:

   assign(lhs, rhs, condition, writemask);
   assign(lhs, rhs, condition);

All the other existing APIs still exist.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
eff2ca1ac3 glsl: Add IR builder support for triops.
Now that we have the ir_expression constructor that does type inference,
this is trivial to do.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
7f0f60cd84 glsl: Add an ir_expression triop constructor with type inference.
We already have ir_expression constructors for unary and binary
operations, which automatically infer the type based on the opcode and
operand types.

These are convenient and also required for ir_builder support.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:22 -07:00
Kenneth Graunke
183f7a3e6f glsl: Add missing type inference support for ARB_gpu_shader5 unops.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:21 -07:00
Kenneth Graunke
33faaf0b4a glsl: Initialize lod_info in the ir_texture constructor.
This isn't strictly necessary, since creators of ir_texture objects
should set LOD when relevant.  However, it's nice to have a NULL pointer
in case they forget.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:21 -07:00
Kenneth Graunke
1b3a482a96 glsl: Skip unavailable built-ins when printing out similar candidates.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:21 -07:00
Kenneth Graunke
1ffcef04ce glsl: Skip unavailable built-ins when matching signatures.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:21 -07:00
Kenneth Graunke
3e820e3aef glsl: Pass _mesa_glsl_parse_state into matching_signature and such.
During compilation, we'll use this to determine built-in availability.
The plan is to have a single shader containing every built-in in every
version of the language, but filter out the ones that aren't actually
available to the shader being compiled.

At link time, we don't actually need this filtering capability: we've
already imported prototypes for every built-in that the shader actually
calls, and they're flagged as is_builtin().  The linker doesn't import
any additional prototypes, so it won't pull in any unavailable
built-ins.  When resolving prototypes to function definitions, the
linker ensures the values of is_builtin() match, which means that a
shader can't trick the linker into importing the body of an unavailable
built-in by defining a suspiciously similar prototype.

In other words, during linking, we can just pass in NULL.  It will work
out fine.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-09-09 11:52:21 -07:00