Commit graph

34 commits

Author SHA1 Message Date
Paul Berry
99512dc40d glsl: Keep track of centroid/interpolation mode for interface block members.
Fixes piglit tests:
- interface-block-interpolation-{array,named,unnamed}
- glsl-1.50-interface-block-centroid {array,named,unnamed}

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2013-10-24 22:01:10 -07:00
Brian Paul
b8d7a97fad glsl: silence unused 'var' variable warning
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-10-24 10:45:47 -06:00
Ian Romanick
78b70ceae1 glsl: When constructing a variable with an interface type, set interface_type
Ever since the addition of interface blocks with instance names, we have
had an implicit invariant:

    var->type->is_interface() ==
        (var->type == var->interface_type)

The odd use of == here is intentional because !var->type->is_interface()
implies var->type != var->interface_type.

Further, if var->type->is_array() is true, we have a related implicit
invariant:

    var->type->fields.array->is_interface() ==
        (var->type->fields.array == var->interface_type)

However, the ir_variable constructor doesn't maintain either invariant.
That seems kind of silly... and I tripped over it while writing some
other code.  This patch makes the constructor do the right thing, and it
introduces some tests to verify that behavior.

v2: Add general-ir-test to .gitignore.  Update the description of the
ir_variable invariant for arrays in the commit message.  Both suggested
by Paul.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-10-22 15:23:30 -07:00
Vinson Lee
37cd9ac6df glsl: Initialize per_vertex_accumulator::fields.
Fixes "Uninitialized pointer field" defect reported by Coverity.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-10-18 18:29:18 -07:00
Paul Berry
2910a82eb4 glsl: Add new GLSL 1.50 constants.
This patch populates the following built-in GLSL 1.50 variables based
on constants stored in ctx->Const:

- gl_MaxVertexOutputComponents
- gl_MaxGeometryInputComponents
- gl_MaxGeometryOutputComponents
- gl_MaxFragmentInputComponents
- gl_MaxGeometryTextureImageUnits
- gl_MaxGeometryOutputVertices
- gl_MaxGeometryTotalOutputComponents
- gl_MaxGeometryUniformComponents
- gl_MaxGeometryVaryingComponents

On i965/gen7, fixes all Piglit tests in "spec/glsl-1.50/built-in
constants/*" except for gl_MaxCombinedTextureImageUnits and
gl_MaxGeometryUniformComponents.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2013-10-15 11:34:30 -07:00
Paul Berry
5a234d92af glsl: Construct gl_PerVertex interfaces for GS and VS outputs.
Although these interfaces can't be accessed directly by GLSL (since
they don't have an instance name), they will be necessary in order to
allow redeclarations of gl_PerVertex.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-10-10 14:27:00 -07:00
Paul Berry
fb41f2c531 glsl: Refactor code for creating gl_PerVertex interface block.
Currently, we create just a single gl_PerVertex interface block for
geometry shader inputs.  In later patches, we'll also need to create
an interface block for geometry and vertex shader outputs.  Moving the
code into its own class will make reuse easier.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-10-10 14:26:58 -07:00
Paul Berry
d2e66b953e glsl: Fix block name of built-in gl_PerVertex interface block.
Previously, we erroneously used the name "gl_in" for both the block
name and the instance name.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-10-10 14:26:56 -07:00
Paul Berry
192d05f277 glsl: Construct gl_in with a location of -1.
We use a location of -1 for variables which don't have their own
assigned locations--this includes ir_variables which represent named
interface blocks.  Technically the location assigned to gl_in doesn't
matter, since gl_in is only accessed via its members (which have their
own locations).  But it's nice to be consistent.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-10-10 14:26:53 -07:00
Paul Berry
22d3ef2df1 glsl: Make accessor functions for ir_variable::interface_type.
In a future patch, this will allow us to enforce invariants when the
interface type is updated.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-10-09 16:49:26 -07:00
Paul Berry
c09adcb21b glsl/gs: add gl_in support to builtin_variables.cpp.
Previously, builtin_variables.cpp was written assuming that we
supported ARB_geometry_shader4 style geometry shader inputs, meaning
that each built-in varying input to a geometry was supplied via an
array variable whose name ended in "In", e.g. gl_PositionIn or
gl_PointSizeIn.

However, in GLSL 1.50 style geometry shaders, things work
differently--built-in inputs are supplied to geometry shaders via a
built-in interface block called gl_in, which contains all the built-in
inputs using their usual names (e.g. the gl_Position input is supplied
to the geometry shader as gl_in[i].gl_Position).

This patch adds the necessary logic to builtin_variables.cpp to create
the gl_in interface block and populate it accordingly for geometry
shader inputs.  The old ARB_geometry_shader4 style varyings are
removed, though they can easily be added back in the future if we
decide to support ARB_geometry_shader4.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2013-10-08 12:44:19 -07:00
Ian Romanick
5d6b0e7f1b glsl: Remove glsl_parser_state MaxVaryingFloats field
Pull the data directly from the context like the other varying related
limits.  The parser state shadow copies were added back when the parser
state didn't have a pointer to the context.  There's no reason to do it
now days.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-10-07 09:59:23 -07:00
Ian Romanick
7db50171be glsl: Set gl_MaxVertexOutputs from VertexProgram.MaxOutputComponents etc
gl_MaxVertexOutputVectors => ctx->Const.VertexProgram.MaxOutputComponents
gl_MaxFragmentInputVectors => ctx->Const.FragmentProgram.MaxInputComponents

v2: Add types so that the code compiles.  Pointed out by Brian.

v3: Leave gl_MaxVaryingFloats et al. as-is.  Suggested by Paul.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com> [v2]
Reviewed-by: Marek Olšák <marek.olsak@amd.com> [v2]
Reviewed-by: Paul Berry <stereotype441@gmail.com> [v2]
2013-10-07 09:59:23 -07:00
Bryan Cain
ff52377183 glsl: add builtins for geometry shaders.
v2 (Paul Berry <stereotype441@gmail.com>): Account for rework of
builtin_variables.cpp.  Use INTERP_QUALIFIER_FLAT for gl_PrimitiveID
so that it will obey provoking vertex conventions.  Convert to GLSL
1.50 style geometry shaders.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>

v3 (Paul Berry <stereotype441@gmail.com>): Be less obscure about
setting interpolation field of gl_Primitive variables.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-08-01 20:20:36 -07:00
Paul Berry
7706e52b25 glsl: Rework builtin_variables.cpp to reduce code duplication.
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>
2013-07-15 09:35:28 -07:00
Paul Berry
c6bfe62e21 glsl: Make gl_TexCoord compatibility-only
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>
2013-07-12 18:18:49 -07:00
Paul Berry
8f51d68f8c glsl ES: Fix magnitude of gl_MaxVertexUniformVectors.
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>
2013-07-12 18:18:48 -07:00
Matt Turner
876e16562b glsl: Add gl_{Max,Min}ProgramTexelOffset built-in constants.
Required by ARB_shading_language_420pack. Note that the 420pack spec
incorrectly specifies their values as (Min, Max) = (-7, 8) when they
should be (-8, 7) as listed in the GLSL 4.30 and ESSL 3.0 specs.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-06-14 11:25:49 -07:00
Jordan Justen
220f70667d glsl: add AMD_vertex_shader_layer support
This GLSL extension requires that AMD_vertex_shader_layer be
enabled by the driver.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-05-13 13:57:52 -07:00
Marek Olšák
d90f04a65b glsl: fix the value of gl_MaxFragmentUniformVectors
NOTE: This is a candidate for the 9.1 branch.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
2013-05-11 23:45:01 +02:00
Paul Berry
eed6baf762 Replace gl_frag_attrib enum with gl_varying_slot.
This patch makes the following search-and-replace changes:

gl_frag_attrib -> gl_varying_slot
FRAG_ATTRIB_* -> VARYING_SLOT_*
FRAG_BIT_* -> VARYING_BIT_*

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Brian Paul <brianp@vmware.com>
2013-03-15 09:26:17 -07:00
Paul Berry
36b252e947 Replace gl_vert_result enum with gl_varying_slot.
This patch makes the following search-and-replace changes:

gl_vert_result -> gl_varying_slot
VERT_RESULT_* -> VARYING_SLOT_*

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Brian Paul <brianp@vmware.com>
2013-03-15 09:24:54 -07:00
Jordan Justen
500b69e797 glsl: allow GLSL compiler version to be overridden to 1.50
Although GLSL 1.50 compiler support is not available,
this change will allow MESA_GLSL_VERSION_OVERRIDE=150 to be
used while 1.50 support is being developed.

Since no drivers claim 1.50 GLSL support, this change should
only impact Mesa when MESA_GLSL_VERSION_OVERRIDE=150 is set.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2013-02-28 21:49:59 -08:00
Paul Berry
42a29d89fd glsl: Eliminate ambiguity between function ins/outs and shader ins/outs
This patch replaces the three ir_variable_mode enums:

- ir_var_in
- ir_var_out
- ir_var_inout

with the following five:

- ir_var_shader_in
- ir_var_shader_out
- ir_var_function_in
- ir_var_function_out
- ir_var_function_inout

This eliminates a frustrating ambiguity: it used to be impossible to
tell whether an ir_var_{in,out} variable was a shader in/out or a
function in/out without seeing where the variable was declared in the
IR.  This complicated some optimization and lowering passes, and would
have become a problem for implementing varying structs.

In the lisp-style serialization of GLSL IR to strings performed by
ir_print_visitor.cpp and ir_reader.cpp, I've retained the names "in",
"out", and "inout" for function parameters, to avoid introducing code
churn to the src/glsl/builtins/ir/ directory.

Note: a couple of comments in the code seemed to indicate that we were
planning for a possible future in which geometry shaders could have
shader-scope inout variables.  Our GLSL grammar rejects shader-scope
inout variables, and I've been unable to find any evidence in the GLSL
standards documents (or extensions) that this will ever be allowed, so
I've eliminated these comments.

Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-01-24 16:30:30 -08:00
Paul Berry
7d51ead56e glsl: Clean up case statement in builtin_variables.cpp's add_variable.
The case statement purported to handle the addition of ir_var_const_in
and ir_var_inout builtin variables.  But no such variables exist.
This patch removes the unnecessary cases, and adds a comment
explaining why they're not needed.

Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2013-01-24 16:30:27 -08:00
Paul Berry
8dec1bfedd glsl: Add builtin variables for GLSL 3.00 ES.
This patch also adds assertions so that when we add new GLSL versions,
we'll notice that we need to update the builtin variables.

[v2, idr]: s/Frab/Frag/  Noticed by Eric.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Acked-by: Carl Worth <cworth@cworth.org>
2012-12-06 12:13:22 -08:00
Dave Airlie
1ce9f25fde glsl: make _mesa_builtin_uniform_desc static
I can't see any reason this is global (unless for debugging)

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2012-09-18 07:57:42 +10:00
Dave Airlie
1256a5dcc8 glsl: add support for ARB_blend_func_extended (v3)
This adds index support to the GLSL compiler.

I'm not 100% sure of my approach here, esp without how output ordering
happens wrt location, index pairs, in the "mark" function.

Since current hw doesn't ever have a location > 0 with an index > 0,
we don't have to work out if the output ordering the hw requires is
location, index, location, index or location, location, index, index.
But we have no hw to know, so punt on it for now.

v2: index requires layout - catch and error
    setup explicit index properly.

v3: drop idx_offset stuff, assume index follow location

Signed-off-by: Dave Airlie <airlied@redhat.com>
2012-04-13 17:19:01 +01:00
Eric Anholt
177ccd246f glsl: Update builtin variables for GLSL 1.40.
Mostly this is a matter of removing variables that have been moved to
the compatibility profile.  There's one addition: gl_InstanceID is
present in the core now.

This fixes the new piglit tests for GLSL 1.40 builtin variables.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-03-15 08:33:54 -07:00
Eric Anholt
c5ff9a8b9e glsl: Hook up the current GLSL 1.30 types and builtins for 1.40.
This gets a basic #version 140 shader compiling.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2012-03-15 08:33:54 -07:00
Ian Romanick
1e6a2c1059 glsl: Make gl_InstanceID available with GL_ARB_draw_instanced extension
Originally ARB_draw_instanced only specified that ARB decorated name.
Since no vendor actually implemented that behavior and some apps use
the undecorated name, the extension now specifies that both names are
available.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Marek Olšák <maraeo@gmail.com>
2012-02-29 14:57:15 -08:00
Eric Anholt
919c53e87a mesa: Make gl_VertexID be a system value like gl_InstanceID.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-11-11 08:27:51 -08:00
Eric Anholt
44fc3c6c1c glsl: Move builtin_variables.h into .cpp.
This used to be script-generated, but now it's just a bunch of static
variables in a .h file for no good reason.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-11-11 08:27:49 -08:00
Eric Anholt
ab5c2622b6 glsl: Move ir_variable.cpp to builtin_variables.cpp.
It's only about builtins, not variables in general.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2011-11-11 08:21:34 -08:00
Renamed from src/glsl/ir_variable.cpp (Browse further)