Commit graph

723 commits

Author SHA1 Message Date
Jason Ekstrand
134a5ad31c nir: Make nir_copy_deref follow the "clone" pattern
We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone.  This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-12-30 12:38:04 -08:00
Timothy Arceri
194537ebe4 mesa/glsl/i965: remove Driver.NewShader()
After removing brw_shader in the previous commit this is no longer
needed.

V2: remove use in src/compiler/glsl/test_optpass.cpp

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:17 +11:00
Timothy Arceri
8417bf528e mesa/glsl: move BlendSupport bitfield to gl_program
This will let us to make _CurrentFragmentProgram a gl_program pointer
allowing for simpilifications to be made.

We also need to add a field to gl_shader to hold it during parsing.

In gl_program we put it inside a union in anticipation of moving
more fields here that can be only fs or vertex stage fields.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
700bc94dce mesa/glsl: move LinkedTransformFeedback from gl_shader_program to gl_program
This will help allow us to store gl_program in the CurrentProgram array rather
than gl_shader_program which will allow a bunch of simplifications.

Note that we make LinkedTransformFeedback a pointer so we don't waste
memory creating a struct for each stage. We also store a pointer to
the gl_program that will contain the pointer in gl_shader_program so
we can get easy access to the correct stage.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
29d70f5de9 mesa: move _Used to gl_program
We no longer need to initialise it because gl_program is never reused.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
b51bfbdd85 glsl/mesa: set separate_shader directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
41dd6c3539 mesa/glsl: move subroutine metadata to gl_program
This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Ian Romanick
15c8f322ca glsl: Eliminate the open-coded version of process_block_array_leaf
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-12-21 10:24:45 -08:00
Kenneth Graunke
62b8bcda1c glsl: Use ir_var_temporary when generating inline functions.
We were using ir_var_auto for the inlined function parameter variables,
which is wrong, as it suggests that those are real variables declared
by the program.

Normally this doesn't matter.  However, if you called built-ins at
global scope, it would pollute the global variable namespace with
these new parameter temporaries.  If the shader already had variables
with those names, the linker might see contradictory global variable
declarations and raise an error.

Making them temporaries indicates that these are just things generated
by the compiler internally.  This avoids confusing the linker.

Fixes a new Piglit test: glsl-fs-multiple-builtins.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99154
Reported-by: Niels Ole Salscheider <niels_ole@salscheider-online.de>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-20 11:41:29 -08:00
Dave Airlie
ab8ea1b3d4 glsl: allow invariant on fragment shader outputs.
From page 27 (page 33 of the PDF) of the GLSL 1.20 spec:

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

But this later changes to:

From page 37 (page 43 of the PDF) of the GLSL 1.30 spec:

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

We can also find:

From page 37 (page 43 of the PDF) of the GLSL 1.30 spec:

    " Initially, by default, all output variables are allowed to be
      variant. To force all output variables to be invariant, use the
      pragma

        #pragma STDGL invariant(all)

      before all declarations in a shader. If this pragma is used after
      the declaration of any variables or functions, then the set of
      outputs that behave as invariant is undefined. It is an error to
      use this pragma in a fragment shader."

But this needs to be corrected and it is being addressed at:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16140

Fixes GL45-CTS.shading_language_420pack.qualifier_order.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
2016-12-20 11:44:34 +02:00
Ian Romanick
8bfe397974 glsl: Silence "unused parameter" warnings in ast_type.cpp
glsl/ast_type.cpp: In function ‘bool validate_point_mode(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’:
glsl/ast_type.cpp:173:30: warning: unused parameter ‘loc’ [-Wunused-parameter]
 validate_point_mode(YYLTYPE *loc,
                              ^~~
glsl/ast_type.cpp:174:45: warning: unused parameter ‘state’ [-Wunused-parameter]
                     _mesa_glsl_parse_state *state,
                                             ^~~~~

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
d7aee96cc6 glsl: Trivial whitespace fixes in link_uniforms.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
dd4fada6cd glsl: Silence unused parameter warning in propagate_invariance.cpp
glsl/propagate_invariance.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_invariance_propagation_visitor::visit_leave(ir_assignment*)’:
glsl/propagate_invariance.cpp:86:63: warning: unused parameter ‘ir’ [-Wunused-parameter]
 ir_invariance_propagation_visitor::visit_leave(ir_assignment *ir)
                                                               ^~

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
88cc9484f8 glsl: Minor formatting fixes in link_uniform_blocks.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
296407990b glsl: Fix all the whitespace errors in link_uniform_block_active_visitor.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
ceea514d91 linker: Accurately mark a uniform block instance array element as used in a stage
Now that information about which array-of-arrays elements are accessed
is tracked, use that information to only mark an instance array element
as used-by-stage if, in fact, it is.

Fixes GL45-CTS.program_interface_query.uniform-block-types.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
d32956935e glsl: Walk a list of ir_dereference_array to mark array elements as accessed
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
e92935089b glsl: Mark a set of array elements as accessed using a list of array_deref_range
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
8d499f60c8 glsl: Add structures to track accessed elements of a single array
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
b7053b80f2 glsl: Add tracking for elements of an array-of-arrays that have been accessed
If there's a better way to provide access to ir_array_refcount_entry
private members to the test functions, I am very interested to know
about it.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Francisco Jerez <currojerez@riseup.net>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
5085b64031 glsl: Use simpler visitor to determine which UBO and SSBO blocks are used
Very soon this visitor will get more complicated.  The users of the
existing ir_variable_refcount visitor won't need the coming
functionality, and this use doesn't need much of the functionality of
ir_variable_refcount.

v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so
don't check it.  Suggested by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
d56bd07bb3 glsl: Track the linearized array index for each UBO instance array element
v2: Set linearizer_array_index in process_block_array_leaf.  Suggested
by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:37 -08:00
Ian Romanick
300de78ab1 glsl: Fix wonkey indentation left from previous commit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:54:38 -08:00
Ian Romanick
8862fefba0 glsl: Split process_block_array into two functions
One for the array parts and one for the leaf members.  This will
simplify later changes.

The indentation is wonkey after this patch.  This was done to make it
more obvious that the function is just getting split.  The next patch
will fix the indentation.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:54:38 -08:00
Kenneth Graunke
4c4d9e4f03 glsl: Fix program interface queries relating to interface blocks.
This fixes 555 dEQP tests (using the nougat-cts-dev branch), Piglit's
arb_program_interface_query/arb_program_interface_query-resource-query,
and GL45-CTS.program_interface_query.separate-programs-{tess-control,
tess-eval,geometry}.  Only one dEQP program interface failure remains.

I would have liked to split this up into several distinct changes, but
I wasn't sure how to do that given thet tangled nature of these issues.

So, the issues:

   * We need to treat interface blocks declared as an array of instances
     as a single block - removing the outer array.  The resource list
     entry's name should not include the array length.  Properties such
     as GL_ARRAY_SIZE should refer to the variable inside the block, not
     the interface block's array properties.

   * We need to do this prefixing even for structure variables.

   * We need to do this for built-ins (such as gl_PerVertex.gl_Position).

   * After interface array unwrapping, any variable which is an array
     should have [0] appended.  It doesn't matter if it's a TCS/TES/GS
     input or TCS output - that looked like an attempt to unwrap for
     per-vertex variables, but that didn't consider per-patch variables,
     and as far as I can tell there's nothing to justify this.

Several Mesa developers have suggested that Issue 16 contradicts the
main specification, but I believe that it doesn't - the main spec just
isn't terribly clear.  The main ARB_program_interface query spec says:

  "* For an active interface block not declared as an array of block
     instances, a single entry will be generated, using the block name from
     the shader source.

   * For an active interface block declared as an array of instances,
     separate entries will be generated for each active instance.  The name
     of the instance is formed by concatenating the block name, the "["
     character, an integer identifying the instance number, and the "]"
     character."

Issue 16 says that built-ins should be named "gl_PerVertex.gl_Position",
but several people suggested the second bullet above means that it
should be named "gl_PerVertex[array length].gl_Position".

There are two important things to note.  Those bullet points say
"an active interface block", while the others say "variable" or "active
shader storage block member".  They also don't mention applying the
rules recursively (unlike the other bullets).  Both suggest that
these rules apply to blocks themselves, not members of blocks.

In fact, for GL_UNIFORM_BLOCK queries, we do have "block[0]",
"block[1]", ... resource list entries - so those rules are real,
and actually used.  So if they don't apply to block members, then how
should members be named?  Unfortunately, I don't see any rules outside
of issue 16 - where the rationale is very unclear.  I hope to clarify
the spec in the future.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-12-19 15:43:09 -08:00
Kenneth Graunke
ad6d1d70ad glsl: Drop bogus is_vertex_input from add_shader_variable().
stage_mask is a bitmask of shader stages, so the proper comparison would
be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself.

But we only care for structure types, and VS inputs cannot be structs.
So we can just drop this entirely.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2016-12-19 15:40:47 -08:00
Ilia Mirkin
fd249c803e treewide: s/comparitor/comparator/
git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'

Just happened to notice this in a patch that was sent and included one
of the tokens in question.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-12-12 22:13:07 -05:00
Ian Romanick
a0ce9ff8c4 nir: Only float and double types can be matrices
In 19a541f (nir: Get rid of nir_constant_data) a number of places that
operated on nir_constant::values were mechanically converted to operate
on the whole array without regard for the base type.  Only
GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those
types can have data in the non-0 array element.

See also b870394.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
2016-12-12 17:17:12 -08:00
Nicolai Hähnle
173d80b401 glsl: remember per-component vertex streams for packed varyings
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-12-12 09:03:47 +01:00
Jason Ekstrand
9807f502eb glsl: Use a simpler formula for tanh
The formula we have used in the past is a trivial reduction from the
definition by simply multiplying both the numerator and denominator of the
formula by 2.  However, multiplying by e^x, you can further reduce it.
This allows us to get rid of one side of the clamp and two of exponential
functions which should make it faster.  The new formula still passes the
dEQP precision tests for tanh so it should be fine.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-09 18:38:21 -08:00
Haixia Shi
d4983390a8 compiler/glsl: fix precision problem of tanh
Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.

Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.

v2: added more explanation in the comment.
v3: fixed a typo in the comment.

Signed-off-by: Haixia Shi <hshi@chromium.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
2016-12-09 09:14:20 -08:00
Lionel Landwerlin
039d836d6e mesa: add support for GL_INTEL_conservative_rasterization
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
2016-12-07 11:02:16 +00:00
Plamena Manolova
8481386892 mesa: Add GL and GLSL plumbing for ARB_post_depth_coverage for i965 (gen9+).
This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
2016-12-07 11:01:50 +00:00
Roland Scheidegger
9c95ad24cc glsl: (trivial) fix type typo
Accidentally changed the type of a constant in
df33f11b39 causing assertion failures.
2016-12-06 17:44:21 +01:00
Roland Scheidegger
df33f11b39 glsl: fix ldexp lowering if bitfield insert lowering is also requested
Trivial, this just resurrects the code which was there once upon a time
(the code can't lower instructions generated in the lowering pass there,
and even if it could it would probably be suboptimal).
This fixes piglit mesa_shader_integer_functions fs-ldexp.shader_test and
vs-ldexp.shader_test with llvmpipe.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2016-12-06 04:10:43 +01:00
Jason Ekstrand
7db009b59e nir: Remove some unused fields from nir_variable
All of these are happily set from glsl_to_nir or spirv_to_nir but their
values are never used for anything.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:10 -08:00
Jason Ekstrand
507626304c glsl/nir: Call nir_lower_constant_initializers
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:09 -08:00
Jason Ekstrand
19a541f496 nir: Get rid of nir_constant_data
This has bothered me for about as long as NIR has been around.  Why do we
have two different unions for constants?  No good reason other than one of
them is a direct port from GLSL IR.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-02 10:53:32 -08:00
Timothy Arceri
ab8c01386a st/mesa/glsl: move Version to gl_shader_program_data
This is mostly just used during linking however the st uses it
when updating textures.

In order to store gl_program in the CurrentProgram array
rather than gl_shader_program we need to move this field to
the shared gl_shader_program_data struct.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-12-02 13:54:47 +11:00
Timothy Arceri
2ea021a1eb glsl: use linked_shaders bitmask to iterate stages for subroutine fields
This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-11-30 14:13:52 +11:00
Timothy Arceri
34953f8907 mesa/glsl: add bitmask to track stages a program was linked against
This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.

Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.

We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-11-30 14:13:52 +11:00
Timothy Arceri
0303201dfb mesa: fix active subroutine uniforms properly
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.

The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.

Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
2016-11-29 15:29:51 +11:00
Andres Gomez
b27be186cb Revert "glsl: allow layout qualifier overrides with ARB_shading_language_420pack"
This reverts commit aaa69c79cd.

The commit was erroneous because the ast_layout_expression class is
meant to hold a list used for an after check that all the declared
values for a layout-qualifier-name are consistent.

Therefore, the check for the possibility of duplicated values was
previously fixed to happen much sooner, in the GLSL parser and the
merge of layout qualifiers, and the process_qualifier_constant method
only needs to check that the values are consistent.

By now, those layout-qualifier-name represented as a
ast_layout_expression are "max_vertices", "invocations", "vertices",
"local_size_[x|y|z]" and "xfb_stride".

From page 40 (page 46 of the PDF) of the GLSL 1.50 spec:

  " All geometry shader output layout declarations in a program must
    declare the same layout and same value for max_vertices."

From page 44 (page 50 of the PDF) of the GLSL 4.00 spec:

  " If an invocation count is declared, all such declarations must
    specify the same count."

From page 47 (page 53 of the PDF) of the GLSL 4.00 spec:

  " All tessellation control shader layout declarations in a program
    must specify the same output patch vertex count."

From page 60 (page 66 of the PDF) of the GLSL 4.30 spec:

  " Also, if such a layout qualifier is declared more than once in the
    same shader, all those declarations must set the same set of local
    work-group sizes and set them to the same values; otherwise a
    compile-time error results. If multiple compute shaders attached
    to a single program object declare local work-group size, the
    declarations must be identical; otherwise a link-time error
    results."

From page 73 (page 79 of the PDF) of the GLSL 4.40 spec:

  " While xfb_stride can be declared multiple times for the same
    buffer, it is a compile-time or link-time error to have different
    values specified for the stride for the same buffer."

Fixes GL44-CTS.enhanced_layouts.xfb_duplicated_stride

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:31 +02:00
Andres Gomez
2a47c83d7e Revert "glsl: geom shader max_vertices layout must match."
This reverts commit 4c86399378.

The commit was erroneous because the ast_layout_expression class was
created to hold a list of values for a layout-qualifier-name which is
allowed to appear in more than one expression in the same
shader/program but not to hold different values.

In other words, the list is used for an after check that all the
declared values for a layout-qualifier-name are consistent.

Therefore, the values stored must match always, not just for
"max_vertices" or any other eventual layout-qualifier-name.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:31 +02:00
Andres Gomez
e5041c6409 glsl: push layout-qualifier-name values from variable declarations to global
After the previous modifications in the merging of the
layout-qualifier-name values, we no longer push the final value in a
declaration to the global values.

This regression happens because we don't call for merging on the
right-most layout qualifier of a declaration which is also the
overriding one in case of multiple appearances.

Now, we add a new method to push these values to the global ones and
we call for this just after all the layout-qualifier collapsing has
happened in a declaration.

This simplifies how this was working in two ways; we make a clear
differentiation of when we are pushing this to the global values since
before it was mixed in the merging call and we only run this once all
the processing for layout-qualifiers in a declaration has happened.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00
Andres Gomez
5132d0c7b6 glsl: simplified error checking for duplicated layout-qualifiers
The GLSL parser has been simplified to check for the needed
GL_ARB_shading_language_420pack extension just when merging the
qualifiers in the proper cases.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00
Andres Gomez
93f90d7795 glsl: simplified ast_type_qualifier::merge_into_[in|out]_qualifier API
Since we modified the way in which multiple repetitions of the same
layout-qualifier-name in a single declaration collapse into the
ast_type_qualifier class, we can simplify the
merge_into_[in|out]_qualifier APIs through removing the create_node
parameter.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00
Andres Gomez
be54a58da3 glsl: ignore all but the rightmost layout qualifier name from the rightmost layout qualifier
From page 46 (page 52 of the PDF) of the GLSL 4.20 spec:

  " More than one layout qualifier may appear in a single
    declaration. If the same layout-qualifier-name occurs in multiple
    layout qualifiers for the same declaration, the last one overrides
    the former ones."

Consider this example:

  " #version 150
    #extension GL_ARB_shading_language_420pack: enable

    layout(max_vertices=2) layout(max_vertices=3) out;
    layout(max_vertices=3) out;"

Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.

Hence, when merging qualifiers in an ast_type_qualifier, we now ignore
new appearances of a same layout-qualifier-name if the new
"is_multiple_layouts_merge" parameter is on, since the GLSL parser
works in this case from right to left.

In addition, any special treatment for the buffer, uniform, in or out
layout defaults has been moved in the GLSL parser to the rule
triggered just after any previous processing/merging on the
layout-qualifiers has happened in a single declaration since it was
run too soon previously.

Fixes GL44-CTS.shading_language_420pack.qualifier_override_layout

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00
Andres Gomez
b95793b9a7 glsl: refactor duplicated validations between 2 layout-qualifiers
Several layout-qualifier validations are duplicated in the
merge_qualifier and validate_in_qualifier methods.

We would rather have them refactored into single calls.

Suggested by Timothy.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00
Andres Gomez
ae1ce8ecd3 glsl: assert on incoherent point mode layout-id-qualifier validation
The point mode value in an ast_type_qualifier can only be true if the
flag is already set since this layout-id-qualifier can only be or not
be present in a shader.

Hence, it is useless to check for its value if the flag is already
set. Just replaced with an assert.

V2: assert instead of checking for coherence and raising a compilation
    error. Suggested by Timothy.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
2016-11-25 13:18:30 +02:00