This is separate from images and samplers. It's a texture (not a
storage image) without a sampler. We also add C-visible helpers to
convert between sampler and image types.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13389>
Fixes compiler crash on:
void main()
{
gl_FragColor = a += 1;
}
(a is not declared anywhere)
Found with AFL++.
Fixes: d1fa69ed61 ("glsl: do not attempt assignment if operand type not parsed correctly")
Signed-off-by: Marcin Ślusarz <marcin.slusarz@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12717>
From the ARB_enhanced_layouts spec:
"As with input layout qualifiers, all shaders except compute shaders
allow *location* layout qualifiers on output variable declarations,
output block declarations, and output block member declarations. Of
these, variables and block members (but not blocks) additionally
allow the *component* layout qualifier."
We previously had compile tests in piglit to make sure this was not a
compile error but no execution tests.
Fixes: d99a040bbf ("i965: enable ARB_enhanced_layouts for gen8+")
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10763>
One exception is src/amd/addrlib/, for which -Wimplicit-fallthrough is
explicitly disabled.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10220>
Shared globals and glsl_zero_init can cause linker errors if the
variable is only initialized in 1 place.
This commit adds a flag to variables that have been implicitely
initialized to be able in this situation to keep the explicit
initialization value.
Without this change the global-single-initializer-2-shaders piglit
test fails when using glsl_zero_init.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
This commit makes zero_init a bitfield of types of variables to zeroinit.
This will allow some flexibility that will be used in the next commit.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
There is no uint to int implicit conversion in glsl, this is just
a typo in the name of this function. The correct one would be:
has_implicit_int_to_uint_conversion.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4884>
This enables gl_Layer/gl_ViewportIndex when the ext is enabled, as well
as adding the new gl_ViewportMask[] array and viewport_relative layout
qualifier for gl_Layer.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4529>
This means you can directly use format utils on it without having to have
your own GL enum to number-of-components switch statement (or whatever) in
your vulkan backend.
Thanks to imirkin for fixing up the nouveau driver (and a couple of core
details).
This fixes the computed qualifiers for EXT_shader_image_load_store's
non-integer sizeNxM qualifiers, which we don't have tests for.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> (v3d)
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3355>
Varyings are similar to already handled cases. And "glsl_zero_init"
name of the workaround already looks like it should include varyings.
The issue was observed in GiMark subtest from GpuTest.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
When the EXT_demote_to_helper_invocation extension is enabled,
`demote` is treated as a keyword, and produces an ir_demote.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The precision for a function return type is now stored in
ir_function_signature. This will later be useful to implement mediump
to float16 lowering. In the meantime it is also useful to catch errors
where a function is redeclared with a different precision.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The issue we're running into when running CTS is that glsl types are
deleted while builtins depending on them are not.
This happens because on one hand we have glsl types ref counted, but
builtins are not. Instead builtins are destroyed when unloading libGL
or explicitly calling glReleaseShaderCompiler().
This change removes almost entirely any dealing with glsl types
ref/unref by letting the builtins deal with it instead. In turn we
introduce a builtin ref count mechanism. Each GL context takes a
reference on the builtins when compiling a shader for the first time.
It releases the reference when the context is destroyed. It can also
explicitly release those when glReleaseShaderCompiler() is called.
Finally we also take a reference on the glsl types when loading libGL
to avoid recreating glsl types too often.
v2: Ensure we take a reference if we don't have one in link step (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This fixes glsl-fcoord-invariant-pass.shader_test on drivers that set
GLSLFragCoordIsSysVal which includes radeonsi among others.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It only accepts 32-bit integers so it should have a more descriptive
name. This patch should not be a functional change.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Record types have their own slot to store the precision for each
member in glsl_struct_field. Previously if the member didn’t have an
explicit precision qualifier this was being left as
GLSL_PRECISION_NONE. This patch makes it take into account the type’s
default precision qualifier like it does for regular variables in
apply_type_qualifier_to_variable.
This has the additional benefit of correctly reporting an error when a
float type is used in a struct without declaring the default type.
Reviewed-by: Eric Anholt <eric@anholt.net>
With this commit all remaining compilation tests in Piglit for
ARB_fragment_shader_interlock will pass.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
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>
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
'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>
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>
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>
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
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>
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
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>