_mesa_ast_set_aggregate_type walks through declarations initialized with
C-style aggregate initializers and stops when it runs out of LHS
declarations or RHS expressions.
In the example
vec4 v = {{{1, 2, 3, 4}}};
_mesa_ast_set_aggregate_type would not recurse into the subexpressions
(since vec4s do not contain types that can be initialized with an
aggregate initializer) to set their <constructor_type>s. Later in ::hir
we would dereference the NULL pointer and segfault.
If <constructor_type> is NULL in ::hir we know that the LHS and RHS
were unbalanced and the code is illegal.
Arrays, structs, and matrices were unaffected.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Previously, we had a separate function for setting up the built-in
variables for each combination of shader stage and GLSL version
(e.g. generate_110_vs_variables to generate the built-in variables for
GLSL 1.10 vertex shaders). The functions called each other in ad-hoc
ways, leading to unexpected inconsistencies (for example,
generate_120_fs_variables was called for GLSL versions 1.20 and above,
but generate_130_fs_variables was called only for GLSL version 1.30).
In addition, it led to a lot of code duplication, since many varyings
had to be duplicated in both the FS and VS code paths. With the
advent of geometry shaders (and later, tessellation control and
tessellation evaluation shaders), this code duplication was going to
get a lot worse.
So this patch reworks things so that instead of having a separate
function for each shader type and GLSL version, we have a function for
constants, one for uniforms, one for varyings, and one for the special
variables that are specific to each shader type.
In addition, we use a class, builtin_variable_generator, to keep track
of the instruction exec_list, the GLSL parse state, commonly-used
types, and a few other variables, so that we don't have to pass them
around as function arguments. This makes the code a lot more compact.
Where it was feasible to do so without introducing compilation errors,
I've also gone ahead and introduced the variables needed for
{ARB,EXT}_geometry_shader4 style geometry shaders. This patch takes
care of everything except the GS variable gl_VerticesIn, the FS
variable gl_PrimitiveID, and GLSL 1.50 style geometry shader inputs
(using the gl_in interface block). Those remaining features will be
added later.
I've also made a slight nomenclature change: previously we used the
word "deprecated" to refer to variables which are marked in GLSL 1.40
as requiring the ARB_compatibility extension, and are marked in GLSL
1.50 onward as requiring the compatibilty profile. This was
misleading, since not all deprecated variables require the
compatibility profile (for example gl_FragData and gl_FragColor, which
have been deprecated since GLSL 1.30, but do not require the
compatibility profile until GLSL 4.20). We now consistently use the
word "compatibility" to refer to these variables.
This patch doesn't introduce any functional changes (since geometry
shaders haven't been enabled yet).
Reviewed-by: Matt Turner <mattst88@gmail.com>
v2: Rename "typ" -> "type". Add blank line between inline functions
and declarations in builtin_variable_generator class. Use the
standard comment "/* FALLTHROUGH */" for compatibility with static
code analysis tools.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
In certain rare cases (such as those involving dereference of a
literal constant array of structs),
flatten_named_interface_blocks_declarations's rvalue visitor may be
invoked on an ir_dereference_record whose variable_referenced() method
returns NULL.
Check for this case to avoid a segfault.
Prevents crashes in piglit tests
{vs,fs}-deref-literal-array-of-structs.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Vertex shader inputs are not allowed to be arrays until GLSL 1.50. We
were accidentally enabling them for GLSL 1.40 (although we haven't
written any tests for them, so it's not clear whether they actually
work).
NOTE: although this is a simple bug fix, it probably isn't sensible to
cherry-pick it to stable release branches, since its only effect is to
cause incorrectly-written shaders to fail to compile.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fixes undefined results if a back color is written, but the
corresponding front color is not, and only backfacing primitives are
drawn. Results are still undefined if a frontfacing primitive is drawn,
but that's OK.
The other reasonable way to fix this would have been to just pick
the one color slot that was populated, but that dilutes the value of
the tests.
On Gen6+, the fixed function clipper and triangle setup already take
care of this.
Fixes 11 piglits:
spec/glsl-1.10/execution/interpolation/interpolation-none-gl_Back*Color-*
NOTE: This is a candidate for stable branches.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Some lame compilers can't do exp2f() and as far as I can tell they can't do
exp2() (with doubles) neither so instead of providing some workaround for
that (wouldn't actually be too bad just replace with pow) and since it is
used with a constant only just use the precalculated constant.
When only the offset to the index buffer is changed, we can skip the
3DSTATE_INDEX_BUFFER if we always use 0 for the offset, and add
(offset / index_size) to Start Vertex Location in 3DPRIMITIVE.
srgb-to-linear is using 3rd degree polynomial for now which should be _just_
good enough. Reverse is using some rational polynomials and is quite accurate,
though not hooked into llvmpipe's blend code yet and hence unused (untested).
Using a table might also be an option (for srgb-to-linear especially).
This does not enable any new features yet because EXT_texture_srgb was already
supported via util_format fallbacks, but performance was lacking probably due
to the external function call (the table used by the util_format_srgb code may
not be all that much slower on its own).
Some performance figures (taken from modified gloss, replaced both base and
sphere texture to use GL_SRGB instead of GL_RGB, measured on 1Ghz Sandy Bridge,
the numbers aren't terribly accurate):
normal gloss, aos, 8-wide: 47 fps
normal gloss, aos, 4-wide: 48 fps
normal gloss, forced to soa, 8-wide: 48 fps
normal gloss, forced to soa, 4-wide: 47 fps
patched gloss, old code, soa, 8-wide: 21 fps
patched gloss, old code, soa, 4-wide: 24 fps
patched gloss, new code, soa, 8-wide: 41 fps
patched gloss, new code, soa, 4-wide: 38 fps
So there's a performance hit but it seems acceptable, certainly better
than using the fallback.
Note the new code only works for 4x8bit srgb formats, others (L8/L8A8) will
continue to use the old util_format fallback, because I can't be bothered
to write code for formats noone uses anyway (as decoding is done as part of
lp_build_unpack_rgba_soa which can only handle block type width of 32).
Compressed srgb formats should get their own path though eventually (it is
going to be expensive in any case, first decompress, then convert).
No piglit regressions.
v2: use lp_build_polynomial instead of ad-hoc polynomial construction, also
since keeping both linear to srgb functions for now make sure both are
compiled (since they share quite some code just integrate into the same
function).
v3: formatting fixes and bugfix in the complicated (disabled) linear-to-srgb
path.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
We had to disable fast rsqrt before because it wasn't precise enough etc.
However in situations when we know we're not going to need more precision
we can still use a fast rsqrt (which can be several times faster than
the quite expensive sqrt). Hence introduce a new helper which does exactly
that - it is probably not useful calling it in some situations if there's
no fast rsqrt available so make it queryable if it's available too.
v2: use fast_rsqrt consistently instead of rsqrt_fast, fix indentation,
let rsqrt use fast_rsqrt.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
gl_TexCoord was deprecated in GLSL 1.30. In GLSL 1.40 it was marked
as ARB_compatibility-only, and in GLSL 1.50 and above it was marked as
only appearing in the compatibility profile. It has never appeared in
GLSL ES.
However, Mesa erroneously included it in all desktop versions of GLSL,
even versions 1.40 and 1.50 (which do not currently support the
compatibility profile). This patch makes gl_TexCoord available in the
compatibility profile (and GLSL versions 1.30 and prior) only.
NOTE: although this is a simple bug fix, it probably isn't sensible to
cherry-pick it to stable release branches, since its only effect is to
cause incorrectly-written shaders to fail to compile.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Previously, we set it equal to MaxVertexUniformComponents. It should
be MaxVertexUniformComponents / 4.
NOTE: This is a candidate for the stable branches.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The compiler does not know that ilo_3d_pipeline_estimate_size() is pure and
can be eliminated in a release build in gen6_pipeline_end(). Move the call
into the assert().
The AC_CHECK_FILE macro can't be used for cross compiling as it will
result in "error: cannot check for file existence when cross compiling".
Replace it with the AS_IF macro.
Reviewed-by: Tom Stellard <thomas.stellard@amd.com>
Signed-off-by: Jonathan Liu <net147@gmail.com>
GLSL spec says that rsq is undefined for src<=0, but the D3D10
spec says it needs to be a NaN, so lets stop taking an absolute
value of the source which completely breaks that behavior. For
the gl program we can simply insert an extra abs instrunction
which produces the desired behavior there.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
TGSI_OPCODE_KIL and KILP had confusing names. The former was conditional
kill (if any src component < 0). The later was unconditional kill.
At one time KILP was supposed to work with NV-style condition
codes/predicates but we never had that in TGSI.
This patch renames both opcodes:
TGSI_OPCODE_KIL -> KILL_IF (kill if src.xyzw < 0)
TGSI_OPCODE_KILP -> KILL (unconditional kill)
Note: I didn't just transpose the opcode names to help ensure that I
didn't miss updating any code anywhere.
I believe I've updated all the relevant code and comments but I'm
not 100% sure that some drivers had this right in the first place.
For example, the radeon driver might have llvm.AMDGPU.kill and
llvm.AMDGPU.kilp mixed up. Driver authors should review their code.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
KILP is really unconditional fragment kill.
We've had KIL and KILP transposed forever. I'll fix that next.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The code happened to work in the past since the (scalar) src args
effectively always have a swizzle of .xxxx, .yyyy, .zzzz, or .wwww so
whether you grab the X or Y component doesn't really matter. Just
fixing the code to make it look right.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This update fixes the problem with duplicated typedefs for
GLclampf and GLclampd in the previous version.
It also changes some parameter types for glDebugMessageCallbackARB()
and glTransformFeedbackVaryingsEXT().
Note we should someday update the glapi-gen code so that it
understands void pointer parameters. Currently, the Python code
only understands "GLvoid *" but not "void *". Luckily, the
compilers don't seem to complain about mixing GLvoid and void.
If the size argument isn't a multiple of four, we would have read/
copied uninitialized memory.
Fixes an issue reported by Myles C. Maxfield <myles.maxfield@gmail.com>
No need to test array->Enabled != 0 since the Enabled field can
only be 0 or 1.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
UVD 2.x doesn't support hardware decoding of MPEG2, just use shader
based decoding for those chipsets.
Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=66450
v2: fix interlacing as well
Signed-off-by: Christian König <christian.koenig@amd.com>
They are a non-standard GCC extension that's not widely supported by
other C/C++ compilers.
Use a dynamic array instead.
Trivial. Should fix the MSVC build.
Required by GL_ARB_shading_language_420pack.
Parts based on work done by Todd Previte and Ken Graunke, implementing
basic support for C-style initializers of arrays.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Will be used in a later commit to differentiate between a structure type
declaration and a variable declaration of a struct type. I.e., the
difference between
struct S { float x; }; (is_declaration = true)
and
S s; (is_declaration = false)
Also note that is_declaration = true for
struct S { float x; } s;
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Will be used in a future commit. An ast_type_specifier is stored (rather
than an ast_struct_specifier) with the idea that we may have more
general uses for this in the future. struct names are prefixed with
'#ast.' to avoid collisions with the glsl_types in the symbol table.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>