Commit graph

58 commits

Author SHA1 Message Date
Dave Airlie
432ac19c1a glsl/linker: link error on too many subroutine functions.
This fixes:
GL45-CTS.explicit_uniform_location.subroutine-index-negative-link-max-num-of-indices

Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-23 16:19:56 +10:00
Dave Airlie
18b0a13e80 glsl: produce a linker error for a subroutine uniform with no functions.
If a subroutine uniform is declared with no functions backing it,
that isn't legal, so we should fail to link.

Fixes:
GL43-CTS.shader_subroutine.subroutine_uniform_wo_matching_subroutines

Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-23 16:19:56 +10:00
Ian Romanick
7619aed41d glsl/linker: Ensure the first stage of an SSO pipeline has input locs assigned
Previously an SSO pipeline containing only a tessellation control shader
and a tessellation evaluation shader would not get locations assigned
for the TCS inputs.  This would lead to assertion failures in some
piglit tests, such as arb_program_interface_query-resource-query.

That piglit test still fails on some tessellation related subtests.
Specifically, these subtests fail:

'GL_PROGRAM_INPUT(tcs) active resources' expected 2 but got 3
'GL_PROGRAM_INPUT(tcs) max length name' expected 12 but got 16
'GL_PROGRAM_INPUT(tcs,tes) active resources' expected 2 but got 3
'GL_PROGRAM_INPUT(tcs,tes) max length name' expected 12 but got 16
'GL_PROGRAM_OUTPUT(tcs) active resources' expected 15 but got 3
'GL_PROGRAM_OUTPUT(tcs) max length name' expected 23 but got 12

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
2016-05-18 10:53:50 -07:00
Ian Romanick
79bbff9def glsl/linker: Don't include interface name for built-in blocks
Commit 11096ec introduced a regression in some piglit tests (e.g.,
arb_program_interface_query-resource-query).  I did not notice this
regression because other (unrelated) problems caused failed assertions
in those same tests on my system... so they crashed before getting to
the new failure.

v2: Use is_gl_identifier.  Suggested by Tim.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
2016-05-18 10:53:34 -07:00
Ian Romanick
cf9220b11f glsl/linker: Fix trivial typos in comments
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-05-18 10:53:34 -07:00
Ian Romanick
75c9aa6670 glsl/linker: Silence unused parameter warning
The parameter appears to have been unused since the function was added
in commit 12ba6cfb.  Remove it.

glsl/linker.cpp:2886:60: warning: unused parameter ‘prog’ [-Wunused-parameter]
 match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
                                                            ^

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-05-18 10:53:34 -07:00
Timothy Arceri
00441829e7 glsl: don't incorrectly eliminate patches with explicit locations
These varying have a separate location domain from per-vertex varyings
and need to be handled separately.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-05-17 15:06:21 +10:00
Ian Romanick
11096ecc39 glsl/linker: Include the interface name for input and output blocks
On my oes_shader_io_blocks branch, this fixes 71
dEQP-GLES31.functional.program_interface_query.* tests.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
2016-05-16 11:18:03 -07:00
Ian Romanick
7c11589eb4 glsl/linker: Use canonical format for ARB_program_interface_query spec quotes
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-16 11:18:03 -07:00
Dave Airlie
7a6d55826e Revert "glsl: Extend lowering pass for gl_ClipDistance to support other arrays (v4)"
This reverts commit ad355652c2.

This broke a bunch of clip tests.
2016-05-14 11:39:34 +10:00
Tobias Klausmann
d656736bbf glsl: Add arb_cull_distance support (v3)
v2: make too large array a compile error
v3: squash mesa/prog patch to avoid static compiler errors in bisect

Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2016-05-14 08:28:08 +10:00
Tobias Klausmann
ad355652c2 glsl: Extend lowering pass for gl_ClipDistance to support other arrays (v4)
This will come in handy when we want to lower gl_CullDistance into
gl_CullDistanceMESA.

[airlied: drop separate APIs for clip/cull - just use single API
to call both passes.]

v3: reexamine my sanity, this was pretty broken, the new code
creates one copy of gl_ClipDistanceMESA, as the clip distance
varying and lowers everything into that in two passes, one for clips
one for culls.
v4: rework using the passes in clip/cull sizes, instead of the
array sizes.

Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2016-05-14 08:28:07 +10:00
Tobias Klausmann
eb18fea707 mesa/main: Add support for GL_ARB_cull_distance (v2)
airlied:
v2: rename LowerClipDistance to LowerCombinedClipCullDistnace.
I don't think we want any other behaviour with any current hw.

Signed-off-by: Tobias Klausmann <tobias.johannes.klausmann@mni.thm.de>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-14 08:27:29 +10:00
Juan A. Suarez Romero
9bea018994 glsl: use var with initializer on global var validation
Currently, when cross validating global variables, all global variables
seen in the shaders that are part of a program are saved in a table.

When checking a variable this already exist in the table, we check both
are initialized to the same value. If the already saved variable does
not have an initializer, we copy it from the new variable.

Unfortunately this is wrong, as we are modifying something it is
constant. Also, if this modified variable is used in
another program, it will keep the initializer, when it should have none.

Instead of copying the initializer, this commit replaces the old
variable with the new one. So if we see again the same variable with an
initializer, we can compare if both are the same or not.

v2: convert tabs in whitespaces (Kenenth Graunke)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-11 13:50:04 +02:00
Timothy Arceri
f982e2434b mesa: add LOCATION_COMPONENT support to GetProgramResourceiv
From Section 7.3.1.1 (Naming Active Resources) of the OpenGL 4.5 spec:

   "For the property LOCATION_COMPONENT, a single integer indicating the first
   component of the location assigned to an active input or output variable is
   written to params. For input and output variables with a component specified
   by a layout qualifier, the specified component is written. For all other
   input and output variables, the value zero is written."

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2016-05-01 23:13:36 +10:00
Timothy Arceri
589053dac7 glsl: validate linking of intrastage component qualifiers
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-05-01 23:13:22 +10:00
Timothy Arceri
0317dfcd9b glsl: update explicit location matching to support component qualifier
This is needed so we don't optimise away the varying when more than
one shares the same location.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-05-01 23:13:15 +10:00
Kenneth Graunke
750c38fad1 glsl: Lower vector_extracts to swizzles after lower_vector_derefs.
lower_vector_derefs can produce new vector_extract operations.
Neither i965 nor st_glsl_to_tgsi can handle them, so we'd best
convert them to swizzles.

Together with the previous patch, this fixes assertion failures in
GLideN64, as well as a new Piglit test which reproduces the issue:
spec/glsl-1.10/compiler/vector-dereference-in-dereference.frag

Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95164
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-04-29 16:03:36 -07:00
Matt Turner
9bac27dbf9 glsl: Rename "vertex_input_slots" -> "is_vertex_input"
vertex_input_slots would be an appropriate name for an integer, but not
a bool.

Also remove a cond ? true : false from a count_attribute_slots() call
site, noticed during the rename.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-04-13 11:00:21 -07:00
Kristian Høgsberg Kristensen
1af0f0151c glsl/linker: Recurse on struct fields when adding shader variables
ARB_program_interface_query requires that we add struct fields
recursively down to basic types.

Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.*

Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-12 14:38:26 -07:00
Kristian Høgsberg Kristensen
778fd46aa4 glsl/linker: Pass name and type through to create_shader_variable()
No functional change here, but this now lets us recurse throught structs
in add_shader_variable().

Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-12 14:38:26 -07:00
Kristian Høgsberg Kristensen
09f0121593 glsl/linker: Pass absolute location to add_shader_variable()
This lets us pass in the absolution location of a variable instead of
computing it in add_shader_variable() based on variable location and
bias. This is in preparation for recursing into struct variables.

Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-12 14:38:26 -07:00
Kristian Høgsberg Kristensen
8ab6aae4dc glsl/linker: Add add_shader_variable() helper
This consolidates the combination of create_shader_variable() and
add_program_resource() into a new helper function. No functional
difference, but we'll expand add_shader_variable() in the next few
commits.

Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-12 14:38:26 -07:00
Lars Hamre
e25c24c638 glsl: handle unsigned int wraparound in link_shaders()
v2: change check_explicit_uniform_locations() to return an
    unsigned 0 (Timothy Arceri)

We were storing the int result of check_explicit_uniform_locations()
in num_explicit_uniform_locs as an unsigned int which caused it to
be 4294967295 when a -1 was returned.

This in turn would cause the following error during linking:
error: count of uniform locations > MAX_UNIFORM_LOCATIONS(4294967295 > 98304)

Results from running piglit tests/all with this patch
and when ARB_explicit_uniform_location disabled:

changes:     178
fixes:       176
regressions: 2

The two regressions are for the following tests:
glean@glsl1-matrix column check (1)
glean@glsl1-matrix column check (2)
which regress from FAIL to CRASH.

The regressions are acceptable because the tests are currently failing due to
the aforementioned linker error.

Signed-off-by: Lars Hamre <chemecse@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-09 11:06:04 +10:00
Timothy Arceri
f1293b2f9b glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.

A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:24 +10:00
Timothy Arceri
0fbd073dc2 glsl: store ubo or ssbo index in block index
Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.

Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
1265e1c4e1 glsl: store stage reference in gl_uniform_block
This allows us to simplify the code and drop InterfaceBlockStageIndex
which is a per stage array of integers the size of all blocks in the
program combined including duplicates across stages. Adding a stage
ref per block will use less memory.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
d8855d66f4 glsl: simplify buffer block resource limit checking
This changes the code to use the buffer counts stored for each stage
rather than counting from scratch. It also moves the checks outside
of the for loop which means we now just get a single link error
message if we go over the max rather than X error messages where X
is the number we have exceeded the max by.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0082b33a78 glsl: simplify SSBO resources check
We already have a count of active SSBOs per stage so use it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
3e74bf5b9d glsl: split buffer block arrays earlier
This will allow us to use them when checking resources in a
following patch and clean up a bunch of code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Kenneth Graunke
94ed482c19 glsl: Fix prorgram interface query locations biasing for SSO.
With SSO, the GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT interfaces refer to
the first and last shader stage linked into a program.  This may not be
the vertex and fragment shader stages.

So, subtracting VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 is bogus.
We need to subtract VERT_ATTRIB_GENERIC0 for VS inputs,
FRAG_RESULT_DATA0 for FS outputs, and VARYING_SLOT_VAR0 for other cases.

Note that built-in variables get a location of -1.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var_explicit_location
- program_input.location.separable_fragment.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
c123294dfe glsl: Return -1 for program interface query locations in many cases.
We were recording locations for all variables, even ones without an
explicit location set.  Implement the rules from the spec, and record
-1 in the resource list accordngly.  Make program_resource_location
stop doing math on negative values.  Remove hacks that are no longer
necessary now that we've stopped doing that.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var
- program_input.location.separable_fragment.var_array
- program_output.location.separable_vertex.var_array
- program_output.location.separable_vertex.var_array

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
9fe211bec4 glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.
A program will either have gl_VertexID or gl_VertexIDMESA (the lowered
zero-based version), not both.  Just spoof it in the resource list so
the hacks are done in a single place.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
013f25c3b3 glsl: Clean up some leftover cruft.
stages is always 1 << stage now.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
98c22c0403 glsl: Add all system variables to the input resource list.
System values are just built-in input variables that we've opted to
special-case out of convenience.  We need to consider all inputs,
regardless of how we've classified them.

Unfortunately, there's one exception: we shouldn't add gl_BaseVertex
unless ARB_shader_draw_parameters is enabled, because it doesn't
actually exist in the language, and shouldn't be counted in the
GL_ACTIVE_RESOURCES query.

Fixes dEQP-GLES31.functional.program_interface_query.program_input.
resource_list.compute.empty, which expects gl_NumWorkGroups to appear
in the resource list.

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:18 -07:00
Kenneth Graunke
6e8b9d5bdd glsl: Delete hack for VS system values.
This makes no sense.  If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.

If we're not considering the vertex shader, then we absolutely should
not do anything with it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
47daf17da0 glsl: Make add_interface_variables only consider the appropriate stage.
add_interface_variables() is supposed to add variables for the inputs of
the first shader stage linked into a program, and the outputs of the
last shader stage linked into a program.

From the ARB_program_interface_query specification:

"* PROGRAM_INPUT corresponds to the set of active input variables used by
   the first shader stage of <program>.  If <program> includes multiple
   shader stages, input variables from any shader stage other than the
   first will not be enumerated.

 * PROGRAM_OUTPUT corresponds to the set of active output variables
   (section 2.14.11) used by the last shader stage of <program>.  If
   <program> includes multiple shader stages, output variables from any
   shader stage other than the last will not be enumerated."

Previously, we used build_stageref here, which walks over all linked
shaders in the program.  This meant that internal varyings would be
visible.  We don't actually need any of build_stageref's code: we
already explicitly skip packed varyings, handle modes, and the name
comparisons just do a fuzzy string comparison of name with itself.

Fixes two tests: dEQP-GLES31.functional.program_interface_query.
program_{input,output}.referenced_by.referenced_by_vertex_fragment.

These tests have a VS and FS linked together into a single program.
Both stages have an input called "shaderInput".  But the FS input
should not be visible because it isn't the first stage.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
998ef1ad71 glsl: Clarify "mask" variable in add_interface_variables().
This is a bitfield of which stages refer to a variable.  It is not used
to mask off bits.  In fact, it's used to contribute additional bits.

Rename it and tidy a bit of the logic.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
356c99b4e7 glsl: Pass stage to add_interface_variables().
add_interface_variables is supposed to add variables from either the
first or last stage of a linked shader.  But it has no way of knowing
the stage it's being asked to process, which makes it impossible to
produce correct stagerefs.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
33df1c2935 glsl: Exclude ir_var_hidden variables from the program resource list.
We occasionally generate variables internally that we want to exclude
from the program resource list, as applications won't be expecting them
to be present.

The next patch will make use of this.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-01 21:56:43 -07:00
Timothy Arceri
7234be0338 glsl: add transform feedback buffers to resource list
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:52:57 +11:00
Timothy Arceri
8120e869b1 glsl: validate global out xfb_stride qualifiers and set stride on empty buffers
Here we use the built-in validation in
ast_layout_expression::process_qualifier_constant() to check for mismatching
global out strides on buffers in a single shader.

From the ARB_enhanced_layouts 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."

For intrastage validation a new helper link_xfb_stride_layout_qualifiers()
is created. We also take this opportunity to make sure stride is at least
a multiple of 4, we will validate doubles at a later stage.

From the ARB_enhanced_layouts spec:

   "If the buffer is capturing any double-typed outputs, the stride must
   be a multiple of 8, otherwise it must be a multiple of 4, or a
   compile-time or link-time error results."

Finally we update store_tfeedback_info() to apply the strides to
LinkedTransformFeedback and update the buffers bitmask to mark any global
buffers with a stride as active. For example a shader with:

layout (xfb_buffer = 0, xfb_offset = 0)  out vec4 gs_fs;
layout (xfb_buffer = 1, xfb_stride = 64) out;

Is expected to have a buffer bound to both 0 and 1.

From the ARB_enhanced_layouts spec:

   "A binding point requires a bound buffer object if and only if its
   associated stride in the program object used for transform feedback
   primitive capture is non-zero."

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:52:00 +11:00
Timothy Arceri
0c66460fc6 glsl: basic linking support for xfb qualifiers
This adds the initial infrastructure for enabling transform feedback
mode via in shader qualifiers and adds initial buffer support.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:51:33 +11:00
Timothy Arceri
8683d54d2b glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.

This changes the per stage blocks to instead point to a single
version of the block information in the program list.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2016-03-26 09:26:30 +11:00
Iago Toral Quiroga
3e3de9ec0a glsl: report correct number of allowed vertex inputs and fragment outputs
Before we would always report 16 for both and we would only fail if either
one exceeded 16. Now we fail if the maximum for each is exceeded, even if
it is smaller than 16 and we report the correct maximum.

Also, expand the size of to_assign[] to 32. There is code at the top
of the function handling max_index up to 32, so this just makes the
code more consistent.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-03-10 08:48:53 +01:00
Ilia Mirkin
f6827e20d1 glsl: avoid stack smashing when there are too many attributes
This fixes a crash in

dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2

and likely others. The vertex shader has > 16 input variables (without
explicit locations), which causes us to index outside of the to_assign
array.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
2016-03-07 00:36:08 -05:00
Matt Turner
f3b68fc5fc glsl: Initialize gl_shader_program::EmptyUniformLocations.
Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.

Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-03-01 11:41:29 -08:00
Plamena Manolova
65dfb3048e compiler/glsl: Fix uniform location counting.
This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.

Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.

Patch is based on earlier patch with following changes/additions:

   1: Move the counting of explicit locations to
      check_explicit_uniform_locations and then pass
      the number to link_assign_uniform_locations.
   2: Count the number of empty slots in UniformRemapTable
      and store them in a list_head.
   3: Try to find an empty slot for implicit locations from
      the list, if that fails resize UniformRemapTable.

Fixes following CTS tests:
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
2016-02-18 11:53:35 +02:00
Kenneth Graunke
8b0f6de73d glsl: Disallow transform feedback varyings with compute shaders.
If the only stage is MESA_SHADER_COMPUTE, we should complain that
there's nothing coming out of the geometry shader stage just as
we would if the first stage were MESA_SHADER_FRAGMENT.

Also, it's valid for tessellation shaders to be the stage producing
transform feedback varyings, so mention those in the compiler error.

Found by inspection.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-02-09 12:34:11 -08:00
Timothy Arceri
6235b69134 glsl: remove unrequired forward declaration
This was added in 2548092ad8 although I don't see why as it
was already in the linker.h header.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-09 22:48:55 +11:00