Commit graph

92 commits

Author SHA1 Message Date
Timothy Arceri
ac6e2c2056 glsl: fix overlapping of varying locations for arrays and structs
Previously we were only reserving a single location for arrays and
structs.

We also didn't take into account implicit locations clashing with
explicit locations when assigning locations for their arrays or
structs.

This patch fixes both issues.

V5: fix regression for patch inputs/outputs in tessellation shaders
V4: just use count_attribute_slots() to get the number of slots,
also calculate the correct number of slots to reserve for gs and
tess stages by making use of the new get_varying_type() helper.
V3: handle arrays of structs
V2: also fix for arrays of arrays and structs.

Acked-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-07 09:06:20 +11:00
Timothy Arceri
5907a02ab6 glsl: create helper to remove outer vertex index array used by some stages
This will be used in the following patch for calculating array sizes correctly
when reserving explicit varying locations.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-07 09:06:16 +11:00
Timothy Arceri
30991d7389 glsl: remove unused varyings before packing them
Previously we would pack varyings before trying to remove them, this
relied on the packing pass not packing varyings with a location of -1
to avoid packing varyings that should be removed.
However this meant unused varyings with an explicit location would be
packed before they could be removed when we enable packing of them in a
later patch.

V2: fix regression in V1 removing unused varyings in multi-stage SSO,
fix regression with single stage programs.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-07 09:06:12 +11:00
Timothy Arceri
e1e1b67878 glsl: don't change the varying type in validation code
There is a function dedicated to demoting unused varyings lets
trust it to do its job.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-06 10:52:58 +11:00
Timothy Arceri
21590a307c glsl: move lowering after matching validation
After lowering the matching flag is_unmatched_generic_inout is lost so
we need to move this validation before lowering.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-06 10:52:54 +11:00
Kenneth Graunke
7cdc2b9ca0 glsl: Fix varying struct locations when varying packing is disabled.
varying_matches::record tries to compute the number of components in
each varying, which varying_matches::assign_locations uses to assign
locations.  With varying packing, it uses glsl_type::component_slots()
to come up with a reasonable value.

Without varying packing, it fell back to an open-coded computation
that didn't bother to handle structs at all.  I believe we can simply
use 4 * glsl_type::count_attribute_slots(false), which already handles
these cases correctly.

Partially fixes rendering in GFXBench 4.0's tessellation benchmark.
(NVE0 is almost right after this, but i965 is still mostly garbage.)

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2015-12-30 16:04:12 -08:00
Dave Airlie
b476c587e3 glsl: fix transform feedback for 64-bit outupts.
This fixes the calculations for transform feedback for doubles.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2015-12-19 11:42:26 +10:00
Dave Airlie
5dc22cadb5 glsl: fix count_attribute_slots to allow for different 64-bit handling
So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.

This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-12-19 12:00:00 +11:00
Gregory Hainaut
2ab9cd0c4d glsl: don't sort varying in separate shader mode
This fixes an issue where the addition of the FLAT qualifier in
varying_matches::record() can break the expected varying order.

It also avoids a future issue with the relaxing of interpolation
qualifier matching constraints in GLSL 4.50.

V2: (by Timothy Arceri)
* reworked comment slightly

Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-12-01 12:46:37 +11:00
Timothy Arceri
12ba6cfba7 glsl: optimise inputs/outputs with explicit locations
This change allows used defined inputs/outputs with explicit locations
to be removed if they are detected to not be used between shaders
at link time.

To enable this we change the is_unmatched_generic_inout field to be
flagged when we have a user defined varying. Previously
explicit_location was assumed to be set only in builtins however SSO
allows the user to set an explicit location.

We then add a function to match explicit locations between shaders.

V2: call match_explicit_outputs_to_inputs() after
is_unmatched_generic_inout has been initialised.

Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-12-01 12:45:03 +11:00
Gregory Hainaut
9108a785a0 glsl: avoid linker and user varying location to overlap
Current behavior on the interface matching:

layout (location = 0) out0; // Assigned to VARYING_SLOT_VAR0 by user
out1; // Assigned to VARYING_SLOT_VAR0 by the linker

New behavior on the interface matching:

layout (location = 0) out0; // Assigned to VARYING_SLOT_VAR0 by user
out1; // Assigned to VARYING_SLOT_VAR1 by the linker

v4:
* Fix variable name in assert

Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-11-20 22:04:02 +11:00
Timothy Arceri
e413d2fbc4 glsl: fix component size calculation for tessellation and geom shaders
Broken in commit abdab88b30 when adding arrays of arrays support

Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-09-28 11:31:50 +10:00
Timothy Arceri
abdab88b30 glsl: calculate component size for arrays of arrays when varying packing disabled
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-09-26 22:48:49 +10:00
Marek Olšák
7d3939f0de mesa: save which transform feedback buffer is associated with which stream
Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-08-06 20:11:43 +02:00
Marek Olšák
0af240e940 glsl: use separate varying slots for patch varyings
The idea is to allow 32 normal varyings and 32 patch varyings,
a total of 64. Previously, only a total of 32 was allowed.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:29 +02:00
Marek Olšák
d070238944 glsl: fix locations of 2-dimensional varyings without varying packing (v2)
v2: renamed producer/consumer_type -> producer/consumer_stage

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:29 +02:00
Marek Olšák
41acdae2e9 glsl: don't demote tess control shader outputs
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:29 +02:00
Marek Olšák
3a4b87f26d glsl: disable varying packing between tessellation shaders
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:29 +02:00
Chris Forbes
0e94f350ee glsl: push vertex count determination down one level
We have the prog here, so we don't need the caller to work this out for
us.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:28 +02:00
Fabian Bieler
73a9a1539a glsl: lower gl_TessLevel* from float[n] to vecn.
Similar to gl_ClipDistance -> gl_ClipDistanceMESA

v2: - renamed is_mesa_var to lowered_builtin_array_variable
    - moved LowerTessLevel into gl_constants
    - cosmetic changes in lower_tess_level.cpp

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:27 +02:00
Chris Forbes
7c758c5a21 glsl: allow linking of tessellation shaders.
Marek: require a tess eval shader if a tess control shader is present

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-07-23 00:59:27 +02:00
Fabian Bieler
1009b3311f glsl: add the patch in/out qualifier (v2)
v2: Dropped some unrelated reordering in glsl_parser.yy as Ken suggested.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-07-23 00:59:26 +02:00
Tapani Pälli
32a220f1f6 glsl: remove cross validation of interpolation qualifier with GLSL 4.40
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-06-24 10:06:32 +03:00
Jose Fonseca
634cfb9a45 glsl: Specify the shader stage in linker errors due to too many in/outputs.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2015-06-23 12:06:39 +01:00
Timothy Arceri
d67515b7be glsl: remove element_type() helper
We now have is_array() and without_array() that make the
code much clearer and remove the need for this.

For all remaining calls to this we already knew that
the type was an array so returning a null wasn't adding any value.

v2: use without_array() in _mesa_ast_array_index_to_hir() and don't use
 without_array() in lower_clip_distance_visitor() as we want to make sure the
 array is 2D.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-05-22 08:35:45 +10:00
Tapani Pälli
1aa5738e66 glsl: relax input->output validation for SSO programs
Commit 18004c3 introduced more restrictive validation to linker
between inputs and outputs. This patch skips the additional check
for programs that utilize GL_ARB_separate_shader_objects, there
inputs and outputs might not make exact match during linking but
only when constructing the final pipeline.

This made some of the GL_ARB_program_interface_query tests shaders
fail to link, these tests can be used to verify the change.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2015-04-07 08:11:07 +03:00
Samuel Iglesias Gonsalvez
18004c338f glsl: fail when a shader's input var has not an equivalent out var in previous
GLSL ES 3.00 spec, 4.3.10 (Linking of Vertex Outputs and Fragment Inputs),
page 45 says the following:

"The type of vertex outputs and fragment input with the same name must match,
otherwise the link command will fail. The precision does not need to match.
Only those fragment inputs statically used (i.e. read) in the fragment shader
must be declared as outputs in the vertex shader; declaring superfluous vertex
shader outputs is permissible."
[...]
"The term static use means that after preprocessing the shader includes at
least one statement that accesses the input or output, even if that statement
is never actually executed."

And it includes a table with all the possibilities.

Similar table or content is present in other GLSL specs: GLSL 4.40, GLSL 1.50,
etc but for more stages (vertex and geometry shaders, etc).

This patch detects that case and returns a link error. It fixes the following
dEQP test:

  dEQP-GLES3.functional.shaders.linkage.varying.rules.illegal_usage_1

However, it adds a new regression in piglit because the test hasn't a
vertex shader and it checks the link status.

bin/glslparsertest \
tests/spec/glsl-1.50/compiler/gs-also-uses-smooth-flat-noperspective.geom pass \
1.50 --check-link

This piglit test is wrong according to the spec wording above, so if this patch
is merged it should be updated.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ben Widawsky <ben@bwidawsk.net>
2015-03-30 13:29:05 +02:00
Samuel Iglesias Gonsalvez
426a50e208 glsl: invariant qualifier is not valid for shader inputs in GLSL ES 3.00
GLSL ES 3.00 spec, chapter 4.6.1 "The Invariant Qualifier",

    Only variables output from a shader can be candidates for invariance. This
    includes user-defined output variables and the built-in output variables.
    As only outputs can be declared as invariant, an invariant output from one
    shader stage will still match an input of a subsequent stage without the
    input being declared as invariant.

This patch fixes the following dEQP tests:

dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_invariant_input

No piglit regressions observed.

v2:
- Add spec content in the code

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-12-09 11:40:00 +01:00
Ian Romanick
5eca78a00a linker: Wrap access of producer_var with a NULL check
producer_var could be NULL if consumer_var is not NULL and
consumer_is_fs is false.  This will occur when the producer is NULL and
the consumer is the geometry shader for a program that contains only a
geometry shader.  This will occur starting with the next patch.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: pavol@klacansky.com
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=82585
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2014-12-03 11:33:49 -08:00
Tapani Pälli
16b53005a7 glsl: do not emit error for non written varyings on OpenGL ES
Patch fixes following test case from 'shaders-with-varyings' WebGL
conformance suite: "vertex shader with unused varying and fragment
shader with used varying must succeed"

v2: emit still a warning if the condition happens (Ian)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-10-07 08:28:51 +03:00
Juha-Pekka Heikkila
6e56eaf7b7 glsl: add missing null check in tfeedback_decl::init()
Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-09-23 10:25:02 +03:00
Marek Olšák
002211f9ee mesa: move ShaderCompilerOptions into gl_constants
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2014-08-11 21:53:57 +02:00
Ian Romanick
6305caea52 glsl: Use the without_array predicate to simplify some code
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2014-08-04 14:40:06 -07:00
Matt Turner
4d78446d78 glsl: Use typed foreach_in_list instead of foreach_list.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-07-01 08:55:51 -07:00
Iago Toral Quiroga
598c2e2c83 glsl: Only geometry shader outputs can be associated with non-zero streams.
This should be ensured by the parser, so assert on that.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-30 08:08:50 +02:00
Iago Toral Quiroga
e2dd717616 glsl: Two varyings can't write to the same buffer from different streams.
If this is detected, fail to link.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-30 08:08:50 +02:00
Iago Toral Quiroga
02fd80e160 glsl: Fail to link if inter-stage input/outputs are not assigned to stream 0
Outputs that are linked to inputs in the next stage must be output to stream 0,
otherwise we should fail to link.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-30 08:08:49 +02:00
Iago Toral Quiroga
b908e85ed3 glsl: Assign GLSL StreamIds to transform feedback outputs.
Inter-shader outputs must be on stream 0, which is the default.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
2014-06-30 08:08:49 +02:00
Iago Toral Quiroga
f20c723039 mesa: add StreamId information to transform feedback outputs.
For now initialized to the default stream 0.

Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-30 08:08:49 +02:00
Brian Paul
a7aca3919b glsl: replace strncmp("gl_") calls with new is_gl_identifier() helper
Makes things a little easier to read.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-28 15:06:07 -06:00
Chris Forbes
417f5ea00d glsl: Rename linker's is_varying_var
Both the ast->IR and linker have functions with this name, but different
behavior.

Rename the linker's version to var_counts_against_varying_limit to be
closer to what it is actually used for.

Suggested by Ian a while back.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2014-05-10 09:29:13 +12:00
Ian Romanick
f7bf37cb13 linker: Fix consumer_inputs_with_locations indexing
In an earlier incarnation of populate_consumer_input_sets and
get_matching_input, the consumer_inputs_with_locations array was indexed
using the user-specified location.  In that version, only user-defined
varyings were included in the array.

In the current incarnation, the Mesa location is used to index the
array, and built-in varyings are included.

This change fixes the unit test to exepect gl_ClipDistance in the array,
and it resizes the arrays to actually be big enough.  It's just dumb
luck that the existing piglit tests use small enough locations to not
stomp the stack. :(

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78258
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "10.2" <mesa-stable@lists.freedesktop.org>
Cc: Vinson Lee <vlee@freedesktop.org>
2014-05-07 09:50:14 -07:00
Ian Romanick
7ff937e579 linker: Modify cross_validate_outputs_to_inputs to match using explicit locations
This will be used for GL_ARB_separate_shader_objects.  That extension
not only allows separable shaders to rendezvous by location, but it also
allows traditionally linked shaders to rendezvous by location.  The spec
says:

    36. How does the behavior of input/output interface matching differ
        between separable programs and non-separable programs?

        RESOLVED: The rules for matching individual variables or block
        members between stages are identical for separable and
        non-separable programs, with one exception -- matching variables
        of different type with the same location, as discussed in issue
        34, applies only to separable programs.

        However, the ability to enforce matching requirements differs
        between program types.  In non-separable programs, both sides of
        an interface are contained in the same linked program.  In this
        case, if the linker detects a mismatch, it will generate a link
        error.

v2: Make sure consumer_inputs_with_locations is initialized when
consumer is NULL.  Noticed by Chia-I.

v3: Rebase on removal of ir_variable::user_location.

v4: Replace a (stale) FINISHME with some good explanation comments from
Eric.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:19:40 -07:00
Ian Romanick
d030a3404c linker: Sort shader I/O variables into a canonical order
v2: Rebase on removal of ir_variable::user_location.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:19:40 -07:00
Ian Romanick
1ff5a2b1ba linker: Assign varying locations for separable programs
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-02 07:19:40 -07:00
Ian Romanick
7d73c3e99e linker: Allow consumer stage or producer stage to be NULL
When linking a separable program that contains only a fragment shader,
the producer will be NULL.  Similar cases will exist with geometry
shaders and, eventually, tessellation shaders.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:19:40 -07:00
Ian Romanick
fe37cb0ac6 linker: Refactor code that gets an input matching an output
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-02 07:19:40 -07:00
Ian Romanick
5699220cd5 glsl: Exit when the shader IR contains an interface block instance
While writing the link_varyings::single_interface_input test, I
discovered that populate_consumer_input_sets assumes that all shader
interface blocks have been lowered to discrete variables.  Since there
is a pass that does this, it is a reasonable assumption.  It was,
however, non-obvious.  Make the code fail when it encounters such a
thing, and add a test to verify that behavior.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2014-05-02 07:19:40 -07:00
Ian Romanick
8f5852bd2b linker: Refactor code that builds hash tables of varyings during linking
I want to make some changes to this code, but first I want to make some
unit tests for it... so that I can capture the pre- and
post-invariants.  Pulling the code out into its own function in a
non-anonymous namespace enables that.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-05-02 07:19:39 -07:00
Ian Romanick
7016afe25d glsl: Remove varying "base" parameters
In February 2013 Paul unified the values used for shader stage outputs
and shader stage inputs.  See commits 8a076c5f0^..eed6baf76.  Since that
time, the location_base parameters are always VARYING_SLOT_VAR0.
Instead of passing that around, just hard code it.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-05-02 07:16:54 -07:00