Commit graph

201 commits

Author SHA1 Message Date
Rhys Perry
082d180a22 mesa, glsl: add support for EXT_shader_image_load_formatted
v3: rebase

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v2)
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2019-04-15 16:18:07 -04:00
Sergii Romantsov
a7d40a13ec glsl: Fix input/output structure matching across shader stages
Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:

    "Variables or block members declared as structures are considered
     to match in type if and only if structure members match in name,
     type, qualification, and declaration order."

Fixes:
     * layout-location-struct.shader_test

v2: rebased against master and small fixes

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
2019-04-05 11:02:23 +11:00
Danylo Piliaiev
ea9bde151f
glsl: Cross validate variable's invariance by explicit invariance only
'invariant' qualifier is propagated on variables which are used
to calculate other invariant variables, however when we are matching
variable's declarations we should take into account only explicitly
declared invariance because invariance propagation is an implementation
specific detail.

Thus new flag is added to ir_variable_data which indicates 'invariant'
qualifier being explicitly set in the shader.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100316
Fixes: 89b60492 ('glsl: Add a pass to propagate the "invariant" and
  "precise" qualifiers')

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2019-03-21 23:28:08 -07:00
Andres Gomez
a96093136b glsl: correctly validate component layout qualifier for dvec{3,4}
From page 62 (page 68 of the PDF) of the GLSL 4.50 v.7 spec:

  " A dvec3 or dvec4 can only be declared without specifying a
    component."

Therefore, using the "component" qualifier with a dvec3 or dvec4
should result in a compiling error.

v2: enhance the error message (Timothy).

Fixes: 94438578d2 ("glsl: validate and store component layout qualifier in GLSL IR")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:23:27 +02:00
Timothy Arceri
88d8c4e290 glsl: rename get_record_instance() -> get_struct_instance()
Replace done using:
find ./src -type f -exec sed -i -- \
's/get_record_instance(/get_struct_instance(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00
Timothy Arceri
81ee2cd8ba glsl: rename is_record() -> is_struct()
Replace was done using:
find ./src -type f -exec sed -i -- \
's/is_record(/is_struct(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00
Oscar Blumberg
da9c030763 glsl: Fix function return typechecking
apply_implicit_conversion only converts and check base types but we
need actual type equality for function returns, otherwise you can
return a vec2 from a function declared as returning a float.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-02-25 08:49:06 +02:00
Alejandro Piñeiro
0629b2a462 nir, glsl: move pixel_center_integer/origin_upper_left to shader_info.fs
On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.

This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.

FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.

This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.

Fixes: e68871f6a ("spirv: Handle constants and types before execution
                   modes")

v2: (Jason)
   * glsl_to_nir: get the info before glsl_to_nir, while all the rest
     of the info gathering is happening
   * prog_to_nir: gather the info on a general info-gathering pass,
     not on variable setup.

v3: (Jason)
   * Squash with the patch that removes that info from ir variable
   * anv: assert that OriginUpperLeft is true. It should be already
     set by spirv_to_nir.
   * blorp: set origin_upper_left on its core "compile fragment
     shader", not just on some specific places (for this we added an
     helper on a previous patch).
   * prog_to_nir: no need to gather specifically this fragcoord modes
     as the full gl_program shader_info is copied.
   * spirv_to_nir: assert that we are a fragment shader when handling
     this execution modes.

v4: (reported by failing gitlab pipeline #18750)
   * state_tracker: update too due changes on ir.h/gl_program

v5:
   * blorp: minor change after change on previous patch
   * radeonsi: update due this change.

v6: (Timothy Arceri)
   * prog_to_nir: remove extra whitespace
   * shader_info: don't use :1 on origin_upper_left
   * glsl: program.fs.origin_upper_left/pixel_center_integer can be
     move out of the shader list loop
2019-02-21 11:47:59 +01:00
Niklas Haas
d9bd3b1cb8 glsl: fix block member alignment validation for vec3
Section 7.6.2.2 (Standard Uniform Block Layout) of the GL spec says:

    The base offset of the first member of a structure is taken from the
    aligned offset of the structure itself. The base offset of all other
    structure members is derived by taking the offset of the last basic
    machine unit consumed by the previous member and adding one.

The current code does not reflect this last sentence - it effectively
instead aligns up the next offset up to the alignment of the previous
member. This causes an issue in exactly one case:

layout(std140) uniform block {
    layout(offset=0) vec3 var1;
    layout(offset=12) float var2;
};

As per section 7.6.2.1 (Uniform Buffer Object Storage) and elsewhere, a
vec3 consumes 3 floats, i.e. 12 basic machine units. Therefore, `var1`
in the example above consumes units 0-11, with 12 being the first
available offset afterwards. However, before this commit, mesa
incorrectly assumes `var2` must start at offset=16 when using explicit
offsets, which results in a compile-time error. Without explicit
offsets, the shaders actually work fine, indicating that mesa is already
correctly aligning these fields internally. (Just not in the code that
handles explicit buffer offset parsing)

This patch should fix piglit tests:
ssbo-explicit-offset-vec3.vert
ubo-explicit-offset-vec3.vert

Signed-off-by: Niklas Haas <git@haasn.xyz>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2019-01-27 03:00:03 -05:00
Danylo Piliaiev
a2db6b4254 glsl: Make invariant outputs in ES fragment shader not to cause error
In all GLSL ES versions output variables in fragment shader are allowed
to be invariant.

 From Section 4.6.1 ("The Invariant Qualifier") GLSL ES 1.00 spec:
 "Only the following variables may be declared as invariant:
   ...
   - Built-in special variables output from the fragment shader."

 From Section 4.6.1 ("The Invariant Qualifier") GLSL ES 3.00 spec:
 "Only variables output from a shader can be candidates for invariance."

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107842
2019-01-11 13:01:11 +11:00
Eric Anholt
700aeaf9c8 glsl: Fix buffer overflow with an atomic buffer binding out of range.
The binding is checked against the limits later in the function, so we
need to make sure we don't overflow before the check here.

Fixes this valgrind warning (and sometimes segfault):

==1460== Invalid write of size 4
==1460==    at 0x74C98DD: ast_declarator_list::hir(exec_list*, _mesa_glsl_parse_state*) (ast_to_hir.cpp:4943)
==1460==    by 0x74C054F: _mesa_ast_to_hir(exec_list*, _mesa_glsl_parse_state*) (ast_to_hir.cpp:159)
==1460==    by 0x7435C12: _mesa_glsl_compile_shader (glsl_parser_extras.cpp:2130)

in

dEQP-GLES31.functional.debug.negative_coverage.get_error.compute.
   exceed_atomic_counters_limit

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-01-08 15:44:58 -08:00
Andres Gomez
0cc01f45e7 glsl: correct typo in GLSL compilation error message
v2: Add the "fix" tag (Erik).

Fixes: 037f68d81e ("glsl: apply align layout qualifier rules to block offsets")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
2019-01-07 19:07:33 +02:00
Ian Romanick
425c133ab9 glsl: Refactor type checking for redeclarations
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:32 -08:00
Ian Romanick
61e003ce7e glsl: Omit redundant qualifier checks on redeclarations
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:29 -08:00
Ian Romanick
9b9f3218db glsl: prevent qualifiers modification of predeclared variables
Section 3.7 (Identifiers) of the GLSL spec says:

    However, as noted in the specification, there are some cases where
    previously declared variables can be redeclared to change or add
    some property, and predeclared "gl_" names are allowed to be
    redeclared in a shader only for these specific purposes.  More
    generally, it is an error to redeclare a variable, including those
    starting "gl_".

This patch should fix piglit tests:
clip-distance-redeclare-without-inout.frag
clip-distance-redeclare-without-inout.vert

However, this causes a regression in
clip-distance-out-values.shader_test.  A fix for that test has been sent
to the piglit list for review:

    https://patchwork.freedesktop.org/patch/255201/

As far as I understood following mailing thread:
https://lists.freedesktop.org/archives/piglit/2013-October/007935.html
looks like we have accepted to remove an ability to change qualifiers
but have not done it yet. Unless I missed something)

v2 (idr): Move 'earlier->data.mode != var->data.mode' test much earlier
in the function.  Add special handling for gl_LastFragData.

Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-11-15 14:27:26 -08:00
Ian Romanick
c5a4c26450 glsl: Add pragma to disable all warnings
Use #pragma warning(off) and #pragma warning(on) to disable or enable
all warnings.  This is a big hammer.  If we ever need a smaller hammer,
we can enhance this functionality.

There is one lame thing about this.  Because we parse everything, create
an AST, then convert the AST to GLSL IR, we have to treat the #pragma
like a statment.  This means that you can't do something like

'    void
'    #pragma warning(off)
'    __foo
'    #pragma warning(on)
'    (float param0);

Fixing that would, as far as I can tell, require a huge amount of work.

I did try just handling the #pragma during parsing (like we do for
state for the whole shader.

v2: Fix the #pragma lines in the commit message that git-commit ate.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-11-08 11:00:00 -08:00
Erik Faye-Lund
742dace825 glsl: do not allow implicit casts of unsized array initializers
The GLSL 4.6 specification (section 4.1.14. "Implicit Conversions")
says:

  "There are no implicit array or structure conversions. For
   example, an array of int cannot be implicitly converted to an
   array of float."

So let's add a check in place when assigning array initializers to
implicitly sized arrays, to avoid incorrectly allowing code on the
form:

int[] foo = float[](1.0, 2.0, 3.0)

This fixes the following dEQP test-cases:
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_uint_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.int_to_uint_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.uint_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es31.invalid.arrays.uint_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_float_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_uint_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.int_to_uint_fragment
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.uint_to_float_vertex
- dEQP-GLES31.functional.shaders.implicit_conversions.es32.invalid.arrays.uint_to_float_fragment

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
e975c5b785 glsl: add has_implicit_uint_to_int_conversion()-helper
This makes the code a bit easier to read, as well as reduces repetition,
especially when we add support for EXT_shader_implicit_conversions.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Erik Faye-Lund
12f001f013 glsl: add has_implicit_conversions()-helper
This makes the code a bit easier to read, as well as will reduce
repetition when we add support for EXT_shader_implicit_conversions.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Eric Engestrom
bb84fa146f util: use C99 declaration in the for-loop hash_table_foreach() macro
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-25 12:43:18 +01:00
Vadym Shovkoplias
ad558408ff glsl: Check the subroutine associated functions names
Adding compile time check for subroutine functions with
the same names. Similar check for intrastage linking was already
landed in commit 5f0567a4f6.

From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification

    "A program will fail to compile or link if any shader
     or stage contains two or more functions with the same
     name if the name is associated with a subroutine type."

Fixes:
    * no-overloads.vert

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-10-16 08:15:21 +03:00
Timothy Arceri
3bc012a34e glsl: remove redundant es_shader checks
The es check is already covered by the is_version() check.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-10-11 14:45:43 +11:00
Tapani Pälli
d1fa69ed61 glsl: do not attempt assignment if operand type not parsed correctly
v2: check types of both operands (Ian)

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108012
2018-10-08 08:02:50 +03:00
Danylo Piliaiev
6f3c7374b1 glsl: Avoid propagating incompatible type of initializer
do_assignment validated assigment but when rhs type was not compatible
it proceeded without issues and returned error_emitted = false.
On the other hand process_initializer expected do_assignment to always
return compatible type and never fail.

As a result when variable was initialized with incompatible type
the type of variable changed to the incompatible one.
This manifested in unnecessary error messages and in one case in crash.

Example GLSL:
 vec4 tmp = vec2(0.0);
 tmp.z -= 1.0;

Past error messages:
 initializer of type vec2 cannot be assigned to variable of type vec4
 invalid swizzle / mask `z'
 type mismatch
 operands to arithmetic operators must be numeric

After this patch:
 initializer of type vec2 cannot be assigned to variable of type vec4

In the other case when we initialize variable with incompatible struct,
accessing variable's field leaded to a crash. Example:
 uniform struct {float field;} data;
 ...
 vec4 tmp = data;
 tmp.x -= 1.0;

After the patch there is only error line without a crash:
 initializer of type #anon_struct cannot be assigned to variable of
  type vec4

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107547
2018-09-20 08:30:11 +10:00
Tapani Pälli
03a5acec68 glsl: handle error case with ast_post_inc, ast_post_dec
Return ir_rvalue::error_value with ast_post_inc, ast_post_dec if
parser error was emitted previously. This way process_array_size
won't see bogus IR generated like with commit 9c676a6427.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98699
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2018-08-09 13:07:16 +03:00
Rhys Perry
ea2a3f52b4 glsl: allow ?: operator with images and samplers when bindless is enabled
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2018-08-01 00:10:01 -04:00
Plamena Manolova
60e843c4d5 mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2018-06-01 16:36:36 +01:00
Timothy Arceri
79b0556f29 glsl: replace some asserts with unreachable when processing the ast
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-04-27 10:18:47 +10:00
Marek Olšák
43d66c8c2d mesa: include mtypes.h less
- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h

v2: fix radv build

Reviewed-by: Brian Paul <brianp@vmware.com>
2018-04-12 19:31:30 -04:00
Karol Herbst
b617bfcccf compiler: int8/uint8 support
OpenCL kernels also have int8/uint8.

v2: remove changes in nir_search as Jason posted a patch for that

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Rob Clark <robdclark@gmail.com>
Signed-off-by: Karol Herbst <kherbst@redhat.com>
2018-03-14 10:08:42 -04:00
Francisco Jerez
c6c64d4d6a glsl: Silence warnings when reading from a framebuffer fetch output.
Framebuffer fetch outputs are implicitly initialized upon entry to the
fragment shader.

Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-02-24 15:28:36 -08:00
Francisco Jerez
ef9e3f63ca glsl: Add support for the framebuffer fetch layout(noncoherent) qualifier.
This allows the application to request framebuffer fetch coherency
with per-fragment output granularity.  Coherent framebuffer fetch
outputs (which is the default if no qualifier is present for
compatibility with older versions of the EXT_shader_framebuffer_fetch
extension) will have ir_variable_data::memory_coherent set to true.

Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-02-24 15:28:36 -08:00
Francisco Jerez
1bc01db95f glsl: Initialize ir_variable_data::fb_fetch_output earlier for GL(ES) 2.
At the same point where it is initialized on GL(ES) 3.0+ so we can
implement some common layout qualifier handling in a future commit.
Until now the fb_fetch_output flag would be inherited from the
original implicit gl_LastFragData declaration at a later point in the
AST to GLSL IR translation.

Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-02-24 15:28:36 -08:00
Ian Romanick
a170f27958 glsl: Remove unnecessary assignments to type
None of these are necessary because result->type is the only thing used
outside the giant switch-statement.

CID: 1230983, 1230984
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2018-01-10 07:21:11 -08:00
Eduardo Lima Mitev
59f458cd87 glsl: Add 16-bit types
Adds new INT16, UINT16 and FLOAT16 base types.

The corresponding GL types for half floats were reused from the
AMD_gpu_shader_half_float extension. The int16 and uint16 types come from
NV_gpu_shader_5 extension.

This adds the builtins and the lexer support.

To avoid a bunch of warnings due to cases not handled in switch, the
new types have been added to a few places using same behavior as
their 32-bit counterparts, except for a few trivial cases where they are
already handled properly. Subsequent patches in this set will provide
correct 16-bit implementations when needed.

v2: * Use FLOAT16 instead of HALF_FLOAT as name of the base type.
    * Removed float16_t from builtin types.
    * Don't copy 16-bit types as if they were 32-bit values in
      copy_constant_to_storage().
    * Use get_scalar_type() instead of adding a new custom switch
      statement.
    (Jason Ekstrand)
v3: Use GL_FLOAT16_NV instead of GL_HALF_FLOAT for consistency
    (Ilia Mirkin)
v4: Add missing 16-bit base types support in glsl_to_nir (Eduardo Lima).
v5: Fix coding style (Topi Poholainen).

Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-12-06 08:57:18 +01:00
Kenneth Graunke
688d695868 glsl: Make #pragma STDGL invariant(all) only modify outputs.
According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs:

   "To force all output variables to be invariant, use the pragma

       #pragma STDGL invariant(all)

    before all declarations in a shader."

Notably, this is only supposed to affect output variables.  Furthermore,

   "Only variables output from a shader can be candidates for invariance."

It looks like this has been wrong since we first supported the pragma in
2011 (commit 86b4398cd1).

Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment.

v2: Now that all cases are identical (other than compute shaders, which
    have no output variables anyway), we can drop the switch statement
    entirely.  We also don't need the current_function == NULL check;
    this was a hold over from when we had a single var_mode_out for both
    function parameters and shader varyings, in the bad old days.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2017-11-08 23:11:48 -08:00
Andreas Boll
a6932faae1 glsl: Fix typo fragement -> fragment
Fixes: 94d669b0d2 ("glsl: enforce fragment shader input restrictions in
       GLSL ES 3.10")

Signed-off-by: Andreas Boll <andreas.boll.dev@gmail.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2017-11-08 18:30:48 +00:00
Ian Romanick
6403efbe74 glsl: Remove ir_binop_greater and ir_binop_lequal expressions
NIR does not have these instructions.  TGSI and Mesa IR both implement
them using < and >=, repsectively.  Removing them deletes a bunch of
code and means I don't have to add code to the SPIR-V generator for
them.

v2: Rebase on 2+ years of change... and fix a major bug added in the
rebase.

   text	   data	    bss	    dec	    hex	filename
8255291	 268856	 294072	8818219	 868e2b	32-bit i965_dri.so before
8254235	 268856	 294072	8817163	 868a0b	32-bit i965_dri.so after
7815339	 345592	 420592	8581523	 82f193	64-bit i965_dri.so before
7813995	 345560	 420592	8580147	 82ec33	64-bit i965_dri.so after

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-10-30 09:27:09 -07:00
Ian Romanick
34f7e761bc glsl/parser: Track built-in types using the glsl_type directly
Without the lexer changes, tests/glslparsertest/glsl2/tex_rect-02.frag
fails.  Before this change, the parser would determine that
sampler2DRect is not a valid type because the call to
state->symbols->get_type() in ast_type_specifier::glsl_type() would
return NULL.  Since ast_type_specifier::glsl_type() is now going to
return the glsl_type pointer that it received from the lexer, it doesn't
have an opportunity to generate an error.

   text	   data	    bss	    dec	    hex	filename
8255243	 268856	 294072	8818171	 868dfb	32-bit i965_dri.so before
8255291	 268856	 294072	8818219	 868e2b	32-bit i965_dri.so after
7815195	 345592	 420592	8581379	 82f103	64-bit i965_dri.so before
7815339	 345592	 420592	8581523	 82f193	64-bit i965_dri.so after

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-10-30 09:27:09 -07:00
Ian Romanick
623002f0b2 glsl/ast: Use logical-or instead of conditional assignment to set fallthru_var
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:11 -07:00
Ian Romanick
d5361d9f01 glsl/ast: Generate a more compact expression to disable execution of default case
Instead of generating a sequence like:

    run_default = true;
    if (i == 3) // some label that appears after default
        run_default = false;
    if (i == 4) // some label that appears after default
        run_default = false;
    ...
    if (run_default) {
        ...
    }

generate something like:

    run_default = !((i == 3) || (i == 4) || ...);
    if (run_default) {
        ...
    }

This eliminates one use of conditional assignment, and it enables the
elimination of another.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:10 -07:00
Ian Romanick
3e5cd2aba9 glsl/ast: Explicitly track the set of case labels that occur after default
Previously the instruction stream was walked looking for comparisons
with case-label values.  This should generate nearly identical code.
For at least fs-default-notlast-fallthrough.shader_test, the code is
identical.

This change will make later changes possible.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:10 -07:00
Ian Romanick
f307de2838 glsl/ast: Convert ast_case_label::hir to ir_builder
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:10 -07:00
Ian Romanick
4a8086c5a5 glsl/ast: Use ir_binop_equal instead of ir_binop_all_equal
The values being compared are scalars, so these are the same.  While
I'm here, simplify the run_default condition to just deref the flag
(instead of comparing a scalar bool with true).

There is a bit of extra change in this patch.  When constructing an
ir_binop_equal ir_expression, there is an assertion that the types are
the same.  There is no such assertion for ir_binop_all_equal, so
passing glsl_type::uint_type with glsl_type::int_type was previously
fine.  A bunch of the code motion is to deal with that.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:10 -07:00
Ian Romanick
ed80746c1c glsl/ast: Stop processing a switch-statement after an error in the init-expression
This happens to work now because ir_binop_all_equal is used.  This
causes vector typed init-expressions to produce scalar Boolean values
after comparison.

The next commit changes ir_binop_all_equal to ir_binop_equal.  Vector
typed init-expressions will then produce vector Boolean values, and, in
debug builds, the ir_assignment constructor will fail an assertion.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2017-10-02 14:46:02 -07:00
Nicolai Hähnle
fcae1a64ec glsl: do not set the 'smooth' qualifier by default on ES shaders
It leads to surprising states with integer inputs and outputs on
vertex processing stages (e.g. geometry stages). Instead, rely on the
driver to choose smooth interpolation by default.

We still allow varyings to match when one stage declares it as smooth
and the other declares it without interpolation qualifiers.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2017-10-02 15:07:42 +02:00
Juan A. Suarez Romero
c408c92d28 glsl: buffer variables can be readonly and writeonly
In GLSL ES 3.10 session 4.9 [Memory Access Qualifiers], it has the
following description:

"A variable could be qualified as both readonly and writeonly,
disallowing both read and write, but still be passed to
imageSize() to have the size queried.".

This is for image variable, but not for buffer variables.

According to https://github.com/KhronosGroup/OpenGL-API/issues/7 Khronos
intent is to allow both readonly and writeonly in buffer variables, and
as such it will update the GLSL specification.

This commit address this issue, and fixes:

KHR-GL{43,44,45}.shader_storage_buffer_object.basic-readonly-writeonly
KHR-GLES31.core.shader_storage_buffer_object.basic-readonly-writeonly

v2: set correctly fields[i] memory flags (Samuel Pitoiset).

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-09-19 18:45:56 +02:00
Iago Toral Quiroga
98141366f9 glsl: avoid accessing invalid memory after get_variable_being_redeclared()
After get_variable_being_redeclared() has been called, it is no longer
safe to access the original variable pointer, since its memory might have
been freed.

Since callers of this function should only be accessing the variable pointer
returned by the function, avoid potential bugs by re-assigning the
original variable pointer to the result of the function call,
making it impossible for the remaining code to access an invalid variable
pointer.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-14 11:23:26 +02:00
Iago Toral Quiroga
a7017746d7 glsl: make the redeclared variable NULL if it is deleted
get_variable_being_redeclared() can delete the original variable
in a specific scenario. The code sets it to NULL after this so other
code in that same function doesn't try to access trashed memory after
the fact, however, the copy of that variable in the caller code
won't see any of this making it very easy to overlook.

Make the function a bit safer by taking a pointer to the original
variable so we can also make NULL the caller's pointer to the variable
if this function deletes it.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-14 11:23:26 +02:00
Iago Toral Quiroga
4af156224e glsl: use 'declared_var' instead of 'var' after checking redeclarations
Since the original 'var' might have been deleted from this point forward.

Bugzila: https://bugs.freedesktop.org/show_bug.cgi?id=102685
Fixes: 51bf007d2c (glsl: Disallow unsized array of atomic_uint)

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-09-14 11:23:26 +02:00