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624 commits

Author SHA1 Message Date
Iago Toral Quiroga
8933417565 glsl: validate output blocks against input blocks
Until now were validating in/out blocks by listing the inputs in the
consumer stage and then, for each output of the producer, we checked that
it was a match if it was consumed. This method does not catch the case
where the consumer has an input that is not present as an output in the
producer stage, because it only generates link errors for outputs present
in the producer stage that don't match the inputs in the consumer stage.
The current method does catch the case were an output from the producer
stage is not consumed, which is irrelevant and is ignored.

By reversing the way we do this, we can detect this situation, so this
patch lists the outputs of the producer stage and then validates inputs
of the consumer stage against them. If we see an input in the consumer
for which there is no associated output in the producer, we produce a
link error.

The only exception to this is the special built-in input block gl_in[],
since this is implicitly generated for geometry and tessellation stages,
but we don't generate it if the producer stage does not write to any of
the pre-defined outputs (for example, if the vertex shader does not write
to gl_Position, etc). Since writing to these is not mandatory, do not
produce a link error in that case. There is a CTS tessellation test
(GL45-CTS.tessellation_shader.program_object_properties) that has an
empty vertex shader (so it does not produce gl_in[]) and would fail to
link if we don't do this.

This fixes the following dEQP test:
dEQP-GLES31.functional.shaders.linkage.io_block.missing_output_block

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98245
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-10 08:08:07 +01:00
Ilia Mirkin
73f53c097a glsl: record number of components used in each slot for varying packing
Instead of packing varyings into vec4's, keep track of how many
components each slot uses and create varyings with matching types. This
ensures that we don't end up using more components than the orginal
shader, which is especially important for geometry shader output limits.

This comes up for NVIDIA hw, where the limit is 1024 output components
for a GS, and the hardware complains *loudly* if you even think about
going over.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-09 20:26:48 -05:00
Ilia Mirkin
885c788017 glsl: fix slot_end calculations and simplify reserved_slots check
The previous code was confused about whether slot_end was inclusive or
exclusive. Make it so that it is inclusive consistently, and use it for
setting the new location. This also avoids discrepancies in how
num_components is calculated vs the more manual approach taken for the
former reserved_slots check.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-09 20:25:15 -05:00
Ian Romanick
084105c213 linker: Accurately track gl_uniform_block::stageref
As the linked per-stage shaders are processed, mark any block that has a
field that is accessed as referenced.  When combining all the linked
shaders, combine the per-stage stageref masks.

This fixes a number of GLES CTS tests:

    ES31-CTS.core.geometry_shader.program_resource.program_resource
    ES32-CTS.core.geometry_shader.program_resource.program_resource
    ESEXT-CTS.geometry_shader.program_resource.program_resource
    piglit.gl45-cts.geometry_shader.program_resource.program_resource

However, it makes quite a few more fail:

    ES31-CTS.functional.program_interface_query.buffer_variable.random.6
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
    ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.random.6
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
    ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float

I have diagnosed the failures, but I'm not sure whether we or the
tests are wrong.  After optimizations are applied, all of the tests
are of the form:

    buffer X {
        float f;
    } x;

    void main()
    {
        x.f = x.f;
    }

The test then queries that x is referenced by that shader stage.  We
eliminate the assignment of x.f to itself, and that removes the last
reference to x.  We report that x is not referenced, and the test fails.
I do not know whether or not we are allowed to eliminate that assignment
of x.f to itself.

After discussions with the OpenGL ES group in Khronos, we believe that
Mesa's behavior is correct.  I will provide patches to the CTS tests
to Khronos.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-11-09 12:47:51 -08:00
Ian Romanick
392fabcfee linker: Slight code rearrange to prevent duplication in the next commit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-09 12:47:51 -08:00
Ian Romanick
a529acfb2b linker: Trivial coding standards fixes
v2: Revert the unreachable to assert in
parcel_out_uniform_storage::visit_field.  Suggested by Ilia.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-09 12:47:51 -08:00
Ian Romanick
fbc1a4b7d2 glsl: Add some comments to methods of ir_variable_refcount_visitor
It was not obvious from the just the .h file what the hash table
contained.  It was also not obvious that get_variable_entry would create
a new entry in the hash table.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-11-09 12:47:51 -08:00
Nicolai Hähnle
aef7eb4cac glsl/cache: correct asprintf error handling
From the manpage of asprintf:

   "If memory allocation wasn't possible, or some other error occurs,
    these functions will return -1, and the contents of strp are
    undefined."

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
2016-11-04 10:28:08 +01:00
Nicolai Hähnle
37d646c1b3 glsl: fix lowering of UBO references of named blocks
When a UBO reference has the form block_name.foo where block_name refers
to a block where the first member has a non-zero offset, the base offset
was incorrectly added to the reference.

Fixes an assertion triggered in debug builds by
GL45-CTS.enhanced_layouts.uniform_block_layout_qualifier_conflict. That test
doesn't properly check for correct execution in this case, so I am also
going to send out a piglit test.

Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-11-03 09:57:25 +01:00
Kenneth Graunke
8df4aebc94 glsl: Update deref types when resizing implicitly sized arrays.
At link time, we resolve the size of implicitly sized arrays.
When doing so, we update the type of the ir_variables.  However,
we neglected to update the type of ir_dereference nodes which
reference those variables.

It turns out array_resize_visitor (for GS/TCS/TES interface array
handling) already did 2/3 of the cases for this, so we can simply
refactor the code and reuse it.

This fixes:
GL45-CTS.shader_storage_buffer_object.basic-syntax
GL45-CTS.shader_storage_buffer_object.basic-syntaxSSO

which have an SSBO containing an implicitly sized array, followed
by some other members.  setup_buffer_access uses the dereference
types to compute offsets to fields, and it had a stale type where
the implicitly sized array's length was still 0 instead of the
actual length.

While we're here, we can also fix update_array_sizes to properly
update deref types as well, fixing a FINISHME from 2010.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-11-03 01:42:37 -07:00
Timothy Arceri
d2861d682a mesa/glsl: delete previously linked shaders earlier when linking
This moves the delete linked shaders call to
_mesa_clear_shader_program_data() which makes sure we delete them
before returning due to any validation problems.

It also reduces some code duplication.

From the OpenGL 4.5 Core spec:

   "If LinkProgram failed, any information about a previous link of
   that program object is lost. Thus, a failed link does not restore
   the old state of program.

   ...

   If one of these commands is called with a program for which
   LinkProgram failed, no error is generated unless otherwise noted.
   Implementations may return information on variables and interface
   blocks that would have been active had the program been linked
   successfully. In cases where the link failed because the program
   required too many resources, these commands may help applications
   determine why limits were exceeded."

Therefore it's expected that we shouldn't be able to query the
program that failed to link and retrieve information about a
previously successful link.

Before this change the linker was doing validation before freeing
the previously linked shaders and therefore could exit on failure
before they were freed.

This change also fixes an issue in compat profile where a program
with no shaders attached is expect to fall back to fixed function
but was instead trying to relink IR from a previous link.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
2016-11-03 11:58:53 +11:00
Nicolai Hähnle
1ef505bb02 glsl: compute lvalues of [in]out parameters before inlined function body
This is required when an out argument involves an array index that is either
a global variable modified by the function or another out argument in the
same function call.

Fixes the shaders/out-parameter-indexing/vs-inout-index-inout-* tests.

v2:
- modify the ir_dereference_array nodes in place
- use ir_hierarchical_visitor
v3: use base_ir (Ian Romanick)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-11-02 12:32:47 +01:00
Marek Olšák
7a2387c3e0 glsl: use a non-malloc'd storage for short ir_variable names
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
21e11b5282 glsl: use the linear allocator in opt_constant_propagation
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
565b2c4c4b glsl: use the linear allocator in opt_copy_propagation
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
b6f50e4640 glsl: use the linear allocator in opt_copy_propagation_elements
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
9c19dedff0 glsl: use the linear allocator in opt_dead_code_local
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
23e373eb4f glsl: use the linear allocator in glsl_symbol_table
no ralloc_free occurences

Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
a4a93103fb glsl: use the linear allocator for ast_node and derived classes
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
2296bb0967 glsl/lexer: use the linear allocator
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Marek Olšák
47e1758692 glcpp: use the linear allocator for most objects
v2: cosmetic changes

Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com> (v1)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
2016-10-31 11:53:38 +01:00
Marek Olšák
52d2b28f7f ralloc: use rzalloc where it's necessary
No change in behavior. ralloc_size is equivalent to rzalloc_size.
That will change though.

Calls not switched to rzalloc_size:
- ralloc_vasprintf
- glsl_type::name allocation (it's filled with snprintf)
- C++ classes where valgrind didn't show uninitialized values

I switched most of non-glsl stuff to rzalloc without checking whether
it's really needed.

Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-31 11:53:38 +01:00
Tapani Pälli
e40c5dab5e glsl/glcpp: initialize all fields of glcpp_parser_t on creation
this fixes some of the regressions with
	"ralloc: remove memset from ralloc_size"

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2016-10-31 11:53:38 +01:00
Juha-Pekka Heikkila
6770b17b99 glsl: Fix reading of uninitialized memory
Switch to use memory allocations which zero memory for places
where needed.

v2: modify and rebase on top of Marek's series (Tapani)

Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2016-10-31 11:53:38 +01:00
Kenneth Graunke
e6aeeace69 glsl: Improve accuracy of alpha scaling in advanced blend lowering.
When blending with GL_COLORBURN_KHR and these colors:

   dst = <0.372549027, 0.372549027, 0.372549027, 0.372549027>
   src = <0.09375, 0.046875, 0.0, 0.375>

the normalized dst value became 0.99999994 (due to precision problems
in the floating point divide of rgb by alpha).  This caused the color
burn equation to fail the dst >= 1.0 comparison.  The blue channel would
then fall through to the dst < 1.0 && src >= 0 comparison, which was
true, since src.b == 0.  This produced a factor of 0.0 instead of 1.0.

This is an inherent numerical instability in the color burn and dodge
equations - depending on the precision of alpha scaling, the value can
be either 0.0 or 1.0.  Technically, GLSL floating point division doesn't
even guarantee that 0.372549027 / 0.372549027 = 1.0.  So arguably, the
CTS should allow either value.  I've filed a bug at Khronos for further
discussion (linked below).

In the meantime, this patch improves the precision of alpha scaling by
replacing the division with (rgb == alpha ? 1.0 : rgb / alpha).  We may
not need this long term, but for now, it fixes the following CTS tests:

ES31-CTS.blend_equation_advanced.blend_specific.GL_COLORBURN_KHR
ES31-CTS.blend_equation_advanced.blend_all.GL_COLORBURN_KHR_all_qualifier

Cc: currojerez@riseup.net
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16042
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2016-10-28 10:40:53 -07:00
Kenneth Graunke
173558445d glsl: Size TCS->TES unsized arrays to gl_MaxPatchVertices for queries.
SSO validation and other program interface queries want to see that
unsized (non-patch) TCS output/TES input arrays are implicitly sized
to gl_MaxPatchVertices.

By the time we create the program resource lists, we've sized the arrays
to their actual size.  (We try to create TCS output arrays to match the
output patch size right away, and at this point, we should have shrunk
TES input arrays.)  One option would be to keep them sized to
gl_MaxPatchVertices, and defer shrinking them.  But that's a big change,
and I don't think it's a good idea.

Instead, this patch introduces a new ir_variable flag which indicates
the variable is implicitly to gl_MaxPatchVertices.  Then, the linker
munges the types when creating the resource list, ignoring the size
in the IR's types.  Basically, lie about it for resource queries.
It's ugly, but I think it ought to work.

We probably could use var->data.implicit_sized_array for this, but
I opted for a separate bit to try and avoid convoluting the existing
SSBO handling.  They're similar in concept, but share none of the
same code...

Fixes:
ES31-CTS.core.tessellation_shader.single.xfb_captures_data_from_correct_stage
and the ES32-CTS and ESEXT-CTS variants.

v2: Add a comment (requested by Timothy, written by me).

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-10-27 00:56:51 -07:00
Kenneth Graunke
34fd2ffed8 glsl: Pass ctx to program interface query helper functions.
The next commit will use this in add_shader_variable - this just
separates out some of the mechanical changes for easier review.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-10-27 00:56:34 -07:00
Samuel Iglesias Gonsálvez
0e742926c6 glsl: update default precision qualifier when it is set in the shader
Default precision qualifier for a data type could be set several times
inside a shader. This patch allows to update the default precision
qualifier for the given type that is saved in the symbol table.

If it is not in the symbol table, just add it.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97804
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-10-26 11:57:07 +02:00
Timothy Arceri
9972c591e7 glsl: set uses texture gather directly in shader_info
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
4016f08854 glsl/st/mesa: use common system values read field
And set system values read directly in shader_info.

st/mesa changes where:
Reviewed-by: Marek Olšák <marek.olsak@amd.com>

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
2f59f3eee5 glsl: set patch outputs written directly in shader_info
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
419de307dc glsl: set patch inputs read directly in shader_info
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
fdf42d3abc glsl: set outputs read directly in shader_info
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
5346630593 r200/glsl/st/mesa: use common outputs written field
And set outputs written directly in shader_info.

st/mesa changes where:
Reviewed-by: Marek Olšák <marek.olsak@amd.com>

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
b4b450a5cb mesa/glsl: set double inputs read directly in shader_info
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
e81aaeba37 r200/i915/st/mesa/compiler: use common inputs read field
And set set inputs_read directly in shader_info.

To avoid regressions between changes this change is a squashed
version of the following patches.

st/mesa changes where:
Reviewed-by: Marek Olšák <marek.olsak@amd.com>

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
17e28a1571 i965/mesa/st/swrast: set fs shader_info directly and switch to using it
Note we access shader_info from the program struct rather than the
nir_shader pointer because shader cache won't create a nir_shader.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
91d5b0eda9 mesa: remove now unused IsCentroid from gl_fragment_program
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
aa881e4dc0 glsl: remove now unused InterpQualifier
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
9d2b391165 glsl: add temporary copy_shader_info() function
This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.

We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
debed12fdd glsl: add a shader info field to the gl_program type
And use this field as the source for shader info in the nir_shader
this will allow us to set some of these fields from GLSL directly.

It will also simplify restoring from shader cache and allow the
removal of duplicate fields from GLSL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Timothy Arceri
e1af20f18a nir/i965/anv/radv/gallium: make shader info a pointer
When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.

There are other advantages such as being able to reuse the
shader info populated by GLSL IR.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-10-26 14:29:36 +11:00
Iago Toral Quiroga
537dce06ec glsl: add matrix layout information to interface block types
So far we have been checking that interface block definitions had matching
matrix layouts by comparing the definitions of their fields, however, this
does not cover the case where the interface blocks are defined with
mismatching matrix layouts but don't define any field with a matrix type.
In this case Mesa will not fail to link because none of the fields will
inherit the mismatching layout qualifier.

This patch fixes the problem in the same way we fixed it for packing layout
information: we add the the layout information to the interface type and then
we check it matches during the uniform block linking process.

v2: Fix unit tests so they pass the new parameter to
    glsl_type::get_interface_instance()

Fixes:
dEQP-GLES31.functional.shaders.linkage.uniform.block.layout_qualifier_mismatch_3

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98245
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
2016-10-24 15:49:53 +02:00
Timothy Arceri
6dbe8a1b9f glsl/mesa: remove unused namespace support from the symbol table
Namespace support seems to have been unused for a very long time.

Previously the hash table entry was never removed and the symbol name
wasn't freed until the symbol table was destroyed.

In theory this could reduced the number of times we need to copy a string
as duplicate names are reused. However in practice there is likely only a
limited number of symbols that are the same and this is likely to cause
other less than optimal behaviour such as the hash_table continuously
growing.

Along with dropping namespace support this change removes entries from
the hash table as they become unused.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-10-24 21:40:39 +11:00
Samuel Iglesias Gonsálvez
b50b82b8a5 glsl/es31: precision qualifier doesn't need to match in shader interface block members
It is specific only to GLSL ES 3.1. From the spec, section 4.3.9
"Interface Blocks":

"Matched block names within a shader interface (as defined above) must
 match in terms of having the same number of declarations with the same
 sequence of types and the same sequence of member names, as well as
 having the same qualification as specified in section 9.2 (“Matching
 of Qualifiers“)."

But in GLSL ES 3.0 and 3.2, it is the opposite:

"Matched block names within a shader interface (as defined above) must
 match in terms of having the same number of declarations with the same
 sequence of types, precisions and the same sequence of member names,
 as well as having the matching member-wise layout qualification as
 defined in section 9.2 (“Matching of Qualifiers”)."

Fixes:

dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98243
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-10-24 07:04:38 +02:00
Samuel Iglesias Gonsálvez
849390a61a glsl: move intrastage_match() after interstage_member_mismatch()
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-10-24 07:04:32 +02:00
Iago Toral Quiroga
3da08e1664 glsl: Indirect array indexing on non-last SSBO member must fail compilation
After the changes in comit 5b2675093e, we moved this check to the
linker, but the spec expects this to be checked at compile-time. There are
dEQP tests that expect an error at compile time and the spec seems to confirm
that expectation:

"Except for the last declared member of a shader storage block (section 4.3.9
 “Interface Blocks”), the size of an array must be declared (explicitly sized)
 before it is indexed with anything other than an integral constant expression.
 The size of any array must be declared before passing it as an argument to a
 function. Violation of any of these rules result in compile-time errors. It
 is legal to declare an array without a size (unsized) and then later
 redeclare the same name as an array of the same type and specify a size, or
 index it only with integral constant expressions (implicitly sized)."

Commit 5b2675093e tries to take care of the case where we have implicitly
sized arrays in SSBOs and it does so by checking the max_array_access field
in ir_variable during linking. In this patch we change the approach: we look
for indirect access on SSBO arrays, and when we find one, we emit a
compile-time error if the accessed member is not the last in the SSBO
definition.

There is a corner case that the specs do not address directly though and that
dEQP checks for: the case of an unsized array in an SSBO definition that is
not defined last but is never used in the shader code either. The following
dEQP tests expect a compile-time error in this scenario:

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

However, since the unsized array is never used it is never indexed with a
non-constant expression, so by the spec quotation above, it should be valid and
the tests are probably incorrect.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-10-20 08:26:51 +02:00
Ian Romanick
7c0c3740f0 glsl: Remove unused function import_prototypes
Once upon a time, this was used to extract prototypes from the shader
containing GLSL built-in functions.  This was removed by f5692f45 in
November 2010 for Mesa 7.10.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
2016-10-17 11:32:03 -07:00
Ian Romanick
5c025ea6fc glsl: Remove prototypes for nonexistent functions
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
2016-10-17 11:32:03 -07:00
Ian Romanick
fde48c1262 glsl: Replace assert with unreachable
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
2016-10-17 11:32:03 -07:00