Commit graph

209 commits

Author SHA1 Message Date
Neil Roberts
b83f4b9fa2 glsl: Add an IR lowering pass to convert mediump operations to 16-bit
This works by finding the first rvalue that it can lower using an
ir_rvalue_visitor. In that case it adds a conversion to float16
after each rvalue and a conversion back to float before storing
the assignment.

Also it uses a set to keep track of rvalues that have been
lowred already. The handle_rvalue method of the rvalue visitor doesn’t
provide any way to stop iteration. If we handle a value in
find_precision_visitor we want to be able to stop it from descending into
the lowered rvalue again.

Additionally this pass disallows converting nodes containing non-float.
The can_lower_rvalue function explicitly excludes any branches
that have non-float types except bools. This avoids the need to have
special handling for functions that convert to int or double.

Co-authored-by: Hyunjun Ko <zzoon@igalia.com>

v2. Adds lowering for texture samples

v3. Instead of checking whether each node can be lowered while walking the
tree, a separate tree walk is now done to check all of the nodes in a
single pass. The lowerable nodes are added to a set which is checked
during find_precision_visitor instead of calling can_lower_rvalue.

v4. Move the special case for temporaries to find_lowerable_rvalues. This
needs to be handled while checking for lowerable rvalues so that any
later dereferences of the variable will see the right precision.

v5. Add an override to visit ir_call instructions and apply the same
technique to override the precision of the temporary variable in the
same way as done for builtin temporaries and ir_assignment calls.

v6. Changes the pass so that it doesn’t need to lower an entire subtree in
order do perform a lowering. Instead, certain instructions can be
marked as being indepedent of their child instructions. For example,
this is the case with array dereferences. The precision of the array
index doesn’t have any bearing on whether things using the result of
the array deref can be lowered.

Now, only toplevel lowerable nodes are added to the lowerable_rvalues
instead instead of additionally adding all of the subnodes.

It now also only needs one hash table instead of two.

v7. Don’t try to lower sampler types. Instead, the sample instruction is
now treated as an independent point where the result of the sample can
be used in a lowered section. The precision of the sampler type
determines the precision of the sample instruction. This also means
the coordinates to the sampler can be lowered.

v8. Use f2fmp instead of f2f16.

v9.  Disable lowering derivatives calcualtions, which might not work
properly on some hw backends.

Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
2020-03-24 23:21:21 +00:00
Ian Romanick
20d34c4ebf mesa: Extension boilerplate for INTEL_shader_integer_functions2
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/767>
2020-01-23 00:18:57 +00:00
Timothy Arceri
db5197cec5 glsl: delay compilation skip if shader contains an include
If the shader contains an include when need to first run the
preprocessor before deciding if we can skip compilation based
on the shader cache.

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:56 +00:00
Timothy Arceri
17df8f8b5d glsl: add can_skip_compile() helper
We will reuse this in the following commit.

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:56 +00:00
Timothy Arceri
67b32190f3 glsl: add ARB_shading_language_include support to #line
From the ARB_shading_language_include spec:

   "#line must have, after macro substitution, one of the following
    forms:

       #line <line>
       #line <line> <source-string-number>
       #line <line> "<path>"

    where <line> and <source-string-number> are constant integer
    expressions and <path> is a valid string for a path supplied in the
    #include directive. After processing this directive (including its
    new-line), the implementation will behave as if it is compiling at
    line number <line> and source string number <source-string-number>
    or <path> path. Subsequent source strings will be numbered
    sequentially, until another #line directive overrides that
    numbering."

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Timothy Arceri
35108caa71 glsl: add infrastructure for ARB_shading_language_include
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Caio Marcelo de Oliveira Filho
3439956377 glsl: Parse demote statement
When the EXT_demote_to_helper_invocation extension is enabled,
`demote` is treated as a keyword, and produces an ir_demote.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-09-30 12:44:30 -07:00
Caio Marcelo de Oliveira Filho
c81b912eb7 mesa: Extension boilerplate for EXT_demote_to_helper_invocation
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-09-30 12:44:30 -07:00
Lionel Landwerlin
e4da8b9c33 mesa/compiler: rework tear down of builtin/types
The issue we're running into when running CTS is that glsl types are
deleted while builtins depending on them are not.

This happens because on one hand we have glsl types ref counted, but
builtins are not. Instead builtins are destroyed when unloading libGL
or explicitly calling glReleaseShaderCompiler().

This change removes almost entirely any dealing with glsl types
ref/unref by letting the builtins deal with it instead. In turn we
introduce a builtin ref count mechanism. Each GL context takes a
reference on the builtins when compiling a shader for the first time.
It releases the reference when the context is destroyed. It can also
explicitly release those when glReleaseShaderCompiler() is called.

Finally we also take a reference on the glsl types when loading libGL
to avoid recreating glsl types too often.

v2: Ensure we take a reference if we don't have one in link step (Lionel)

Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-08-21 09:44:10 +02:00
Pierre-Eric Pelloux-Prayer
cd45d09226 glsl: handle differences between ARB/EXT versions of shader_image_load_store
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-08-06 17:40:55 -04:00
Eric Engestrom
5febd4d575 compiler: replace MAYBE_UNUSED with UNUSED
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.

Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2019-07-31 09:41:05 +01:00
Paulo Zanoni
d80a74fb99 mesa: extension boilerplate for EXT_texture_shadow_lod
With the help of Sagar, Ian and Ivan.

Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-07-30 10:42:20 -07:00
Caio Marcelo de Oliveira Filho
2cb5907508 glsl: Check order and uniqueness of interlock functions
With this commit all remaining compilation tests in Piglit for
ARB_fragment_shader_interlock will pass.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2019-06-10 14:29:32 -07:00
Brian Paul
2e28983ed2 glsl: s/GLboolean/bool/ to silence MSVC compiler warning
It complains about mixing GLboolean and bool in the |= expression.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
2019-05-08 10:05:41 -06:00
Chris Forbes
8740726e46 glsl: add scaffolding for EXT_gpu_shader4
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-04-24 20:45:15 -04:00
Tapani Pälli
624789e370 compiler/glsl: handle case where we have multiple users for types
Both Vulkan and OpenGL might be using glsl_types simultaneously or we
can also have multiple concurrent Vulkan instances using glsl_types.
Patch adds a one time init to track number of users and will release
types only when last user calls _glsl_type_singleton_decref().

This change fixes glsl_type memory leaks we have with anv driver.

v2: reuse hash_mutex, cleanup, apply fix also to radv driver and
    rename helper functions (Jason)

v3: move init, destroy to happen on GL context init and destroy

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-04-16 12:58:00 +03:00
Rhys Perry
082d180a22 mesa, glsl: add support for EXT_shader_image_load_formatted
v3: rebase

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v2)
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2019-04-15 16:18:07 -04:00
Caio Marcelo de Oliveira Filho
3c5ddaeacd glsl: Parse and propagate derivative_group to shader_info
NV_compute_shader_derivatives allow selecting between two possible
arrangements (quads and linear) when calculating derivatives and
certain subgroup operations in case of Vulkan.  So parse and propagate
those up to shader_info.h.

v2: Do not fail when ARB_compute_variable_group_size is being used,
    since we are still clarifying what is the right thing to do here.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
289478ea89 glsl: Remove redundant conditions when asserting in_qualifier
As the code evolved, we ended up with a redundant conditions.  Clean
this up.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
163655b33e mesa: Extension boilerplate for NV_compute_shader_derivatives
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Timothy Arceri
81ee2cd8ba glsl: rename is_record() -> is_struct()
Replace was done using:
find ./src -type f -exec sed -i -- \
's/is_record(/is_struct(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00
Gert Wollny
3214f20914 mesa: Expose EXT_texture_query_lod and add support for its use shaders
EXT_texture_query_lod provides the same functionality for GLES like
the ARB extension with the same name for GL.

v2: Set ES 3.0 as minimum GLES version as required by the extension

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-03-03 21:50:42 +01:00
Timothy Arceri
6ca652faf3 glsl: be much more aggressive when skipping shader compilation
Currently we only add a cache key for a shader once it is linked.
However games like Team Fortress 2 compile a whole bunch of shaders
which are never actually linked. These compiled shaders can take
up a bunch of memory.

This patch changes things so that we add the key for the shader to
the cache as soon as it is compiled. This means on a warm cache we
can avoid the wasted memory from these shaders. Worst case scenario
is we need to compile the shaders at link time but this can happen
anyway if the shader has been evicted from the cache.

Reduces memory use in Team Fortress 2 from 1.3GB -> 770MB on a
warm cache from start up to the game menu.

V2: only add key to cache when compilation is successful.

Acked-by: Marek Olšák <marek.olsak@amd.com>
2019-01-19 13:12:25 +11:00
Timothy Arceri
860a9e4849 Revert "glsl: be much more aggressive when skipping shader compilation"
This reverts commit 64b8c86d37.

Reverting for now as it was causing some segfaults.
2019-01-19 10:45:07 +11:00
Timothy Arceri
64b8c86d37 glsl: be much more aggressive when skipping shader compilation
Currently we only add a cache key for a shader once it is linked.
However games like Team Fortress 2 compile a whole bunch of shaders
which are never actually linked. These compiled shaders can take
up a bunch of memory.

This patch changes things so that we add the key for the shader to
the cache as soon as it is compiled. This means on a warm cache we
can avoid the wasted memory from these shaders. Worst case scenario
is we need to compile the shaders at link time but this can happen
anyway if the shader has been evicted from the cache.

Reduces memory use in Team Fortress 2 from 1.3GB -> 770MB on a
warm cache from start up to the game menu.

Acked-by: Marek Olšák <marek.olsak@amd.com>
2019-01-19 08:24:47 +11:00
Timothy Arceri
c9d7b0f184 glsl: don't skip GLSL IR opts on first-time compiles
This basically reverts c2bc0aa7b1.

By running the opts we reduce  memory using in Team Fortress 2
from 1.5GB -> 1.3GB from start-up to game menu.

This will likely increase Deus Ex start up times as per commit
c2bc0aa7b1. However currently 32bit games like Team Fortress 2
can run out of memory on low memory systems, so that seems more
important.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-01-19 08:24:43 +11:00
Marek Olšák
1660f3aa05 mesa: expose AMD_texture_texture4
because the closed driver exposes it. Tested by piglit.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2018-12-04 15:33:29 -05:00
Matt Turner
017199d2d2 mesa: Revert INTEL_fragment_shader_ordering support
This extension is not properly tested (testing for
GL_ARB_fragment_shader_interlock is not sufficient), and since this was
noted in review on August 28th no tests have been sent.

Revert "i965: Add INTEL_fragment_shader_ordering support."
Revert "mesa: Add GL/GLSL plumbing for INTEL_fragment_shader_ordering"

This reverts commit 03ecec9ed2.
This reverts commit 119435c877.

Cc: mesa-stable@lists.freedesktop.org
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Eric Anholt <eric@anholt.net>
2018-12-03 15:37:37 -08:00
Ian Romanick
c5a4c26450 glsl: Add pragma to disable all warnings
Use #pragma warning(off) and #pragma warning(on) to disable or enable
all warnings.  This is a big hammer.  If we ever need a smaller hammer,
we can enhance this functionality.

There is one lame thing about this.  Because we parse everything, create
an AST, then convert the AST to GLSL IR, we have to treat the #pragma
like a statment.  This means that you can't do something like

'    void
'    #pragma warning(off)
'    __foo
'    #pragma warning(on)
'    (float param0);

Fixing that would, as far as I can tell, require a huge amount of work.

I did try just handling the #pragma during parsing (like we do for
state for the whole shader.

v2: Fix the #pragma lines in the commit message that git-commit ate.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2018-11-08 11:00:00 -08:00
Erik Faye-Lund
6df922f438 mesa/glsl: add support for EXT_shader_implicit_conversions
EXT_shader_implicit_conversions adds support for implicit conversions
for GLES 3.1 and above.

This is essentially a subset of ARB_gpu_shader5, and augments
OES_gpu_shader5.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-11-02 11:10:36 +01:00
Timothy Arceri
9ce7d79cdc glsl: add a mechanism to allow layout qualifiers on function params
The spec is quite clear this is not allowed:

    From Section 4.4. (Layout Qualifiers) of the GLSL 4.60 spec:

       "Layout qualifiers can appear in several forms of declaration.
       They can appear as part of an interface block definition or
       block member, as shown in the grammar in the previous section.
       They can also appear with just an interface-qualifier to establish
       layouts of other declarations made with that qualifier:

          layout-qualifier interface-qualifier ;

       Or, they can appear with an individual variable declared with
       an interface qualifier:

          layout-qualifier interface-qualifier declaration ;"

    From Section 4.10 (Memory Qualifiers) of the GLSL 4.60 spec:

       "Layout qualifiers cannot be used on formal function parameters,
       and layout qualification is not included in parameter matching."

However on the Nvidia binary driver they actually fail to compile
if image function params don't have a layout qualifier. This results
in applications such as No Mans Sky using layout qualifiers on params.

I've submitted a CTS test to expose this problem in the Nvidia driver
but until that is resolved this patch will help Mesa drivers work
around the issue.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-08-30 09:54:40 +10:00
Kevin Rogovin
119435c877 mesa: Add GL/GLSL plumbing for INTEL_fragment_shader_ordering
This extension provides new GLSL built-in function
beginFragmentShaderOrderingIntel() that guarantees
(taking wording of GL_INTEL_fragment_shader_ordering
extension) that any memory transactions issued by
shader invocations from previous primitives mapped to
same xy window coordinates (and same sample when
per-sample shading is active), complete and are visible
to the shader invocation that called
beginFragmentShaderOrderingINTEL().

One advantage of INTEL_fragment_shader_ordering over
ARB_fragment_shader_interlock is that it provides a
function that operates as a memory barrie (instead
of a defining a critcial section) that can be called
under arbitary control flow from any function (in
contrast the begin/end of ARB_fragment_shader_interlock
may only be called once, from main(), under no control
flow.

Signed-off-by: Kevin Rogovin <kevin.rogovin@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-08-28 17:15:10 +03:00
Marek Olšák
b3c17330e6 mesa: expose AMD_gpu_shader_int64
because the closed driver exposes it.

It's equivalent to ARB_gpu_shader_int64.
In this patch, I did everything the same as we do for ARB_gpu_shader_int64.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-08-24 00:36:18 -04:00
Marek Olšák
a8b71f2db8 mesa: add ctx->Const.MaxGeometryShaderInvocations
radeonsi wants to report a different value

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
2018-08-23 16:56:17 -04:00
Ian Romanick
c9d52c83a4 mesa: Extension boilerplate for INTEL_shader_atomic_float_minmax
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2018-08-22 20:31:32 -07:00
Ian Romanick
9527bb4e70 mesa: Extension boilerplate for NV_shader_atomic_float
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2018-08-22 20:31:32 -07:00
Kevin Rogovin
7ec308d978 Add NV_fragment_shader_interlock support.
The main purpose for having NV_fragment_shader_interlock
extension is because that extension is also for GLES31 while
the ARB extension is for GL only.

Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-08-20 13:32:43 -07:00
Caio Marcelo de Oliveira Filho
1d71981b27 glsl: use only copy_propagation_elements
Now that the elements version handles both cases, remove the
non-elements version.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2018-07-27 10:51:25 -07:00
Plamena Manolova
60e843c4d5 mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2018-06-01 16:36:36 +01:00
Marek Olšák
43d66c8c2d mesa: include mtypes.h less
- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h

v2: fix radv build

Reviewed-by: Brian Paul <brianp@vmware.com>
2018-04-12 19:31:30 -04:00
Timothy Arceri
c7e3d31b0b glsl: fix compat shaders in GLSL 1.40
The compatibility and core tokens were not added until GLSL 1.50,
for GLSL 1.40 just assume all shaders built with a compat profile
are compat shaders.

Fixes rendering issues in Dawn of War II on radeonsi which has
enabled OpenGL 3.1 compat support.

Fixes: a0c8b49284 "mesa: enable OpenGL 3.1 with ARB_compatibility"

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105807
2018-04-12 11:51:08 +10:00
Timothy Arceri
b42633db8e glsl: always call do_lower_jumps() after loop unrolling
This fixes a bug in radeonsi where LLVM cannot handle the case where
a break exists but its not the last instruction in the block.

LLVM would fail with:
Terminator found in the middle of a basic block!
LLVM ERROR: Broken function found, compilation aborted!

Fixes: 96fe8834f5 "glsl_to_tgsi: do fewer optimizations with GLSLOptimizeConservatively"

Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105317
2018-04-04 08:40:16 +10:00
Francisco Jerez
6ebefb0fd5 glsl: Replace MESA_shader_framebuffer_fetch extension flags with EXT ones.
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-02-24 15:28:36 -08:00
Francisco Jerez
ba79a90fb5 glsl: Switch ast_type_qualifier to a 128-bit bitset.
This should end the drought of bits in the ast_type_qualifier object.
The bitset_t type works pretty much as a drop-in replacement for the
current uint64_t bitset.

The only catch is that the bitset_t type as defined in the previous
commit doesn't have a trivial constructor (because it has a
user-defined constructor), so it cannot be used as union member
without providing a user-defined constructor for the union (which
causes it in turn to be non-trivially constructible).  This annoyance
could be easily addressed in C++11 by declaring the default
constructor of bitset_t to be the implicitly defined one -- IMO one
more reason to drop support for GCC 4.2-4.3.

The other minor change was required because glsl_parser_extras.cpp was
hard-coding the type of bitset temporaries as uint64_t, which (unlike
would have been the case if the uint64_t had been replaced with
e.g. an __int128) would otherwise have caused a build failure, because
the boolean conversion operator of bitset_t is marked explicit (if
C++11 is available), so the bitset won't be silently truncated down to
1 bit in order to use it to initialize the uint64_t temporaries
(yikes).

Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
2018-02-24 15:28:36 -08:00
Marek Olšák
605a7f6db5 mesa: implement ARB_compatibility
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Brian Paul <brianp@vmware.com>
2018-02-23 20:50:15 +01:00
Ilia Mirkin
02a6d901ee mesa: add OES_EGL_image_external_essl3 support
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-02-06 07:28:11 +02:00
Brian Paul
aff5d9c256 mesa: change gl_compile_status enums to uppercase
To follow the convention of other enums.

Reviewed-by: Neha Bhende <bhenden@vmware.com>
2018-01-26 13:52:48 -07:00
Ian Romanick
ef1ca06ce8 glsl: Combine nop-swizzle optimization with swizzle-swizzle optimization
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: <thomashelland90@gmail.com>
2017-11-08 18:37:29 -08:00
Eduardo Lima Mitev
f5fe99ac85 glsl: Use the utility function to copy symbols between symbol tables
This effectively factorizes a couple of similar routines.

v2 (Neil Roberts): Non-trivial rebase on master

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
2017-10-30 18:10:39 +01:00
Eduardo Lima Mitev
4c62a270a9 glsl_parser_extra: Add utility to copy symbols between symbol tables
Some symbols gathered in the symbols table during parsing are needed
later for the compile and link stages, so they are moved along the
process. Currently, only functions and non-temporary variables are
copied between symbol tables. However, the built-in gl_PerVertex
interface blocks are also needed during the linking stage (the last
step), to match re-declared blocks of inter-stage shaders.

This patch adds a new utility function that will factorize current code
that copies functions and variables between two symbol tables, and in
addition will copy explicitly declared gl_PerVertex blocks too.

The function will be used in a subsequent patch.

v2 (Neil Roberts):
Allow the src symbol table to be NULL and explicitly copy the
gl_PerVertex symbols in case they are not referenced in the exec_list.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
2017-10-30 18:10:39 +01:00