Commit graph

1310 commits

Author SHA1 Message Date
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
6493b4f4dd spirv/nir: add support for ImageGatherExtended
The strategy is to do the same thing that the GLSL lower_offset_arrays
pass does - create 4 separate texture gather ops, one per offset, and
read in the results from each gather's w component to recreate the
desired result.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-12-16 20:27:37 -05:00
Thomas Helland
a66818830a nir: Remove nir_array from lower_locals_to_regs
We do nothing but initialize it, add to it, and delete it.
This is a fallout from removing constant initializer support.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-16 12:02:28 -08:00
Timothy Arceri
3421b3f5a3 nir: Turn imov/fmov of undef into undef
Reverting the previous attempt at this a5502a721f resulted in
the following Vulkan test failing.

dEQP-VK.glsl.return.return_in_dynamic_loop_dynamic_vertex

This time we use the num_components from the alu dest rather than
num_inputs to the op to determine the size of the undef.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99100
2016-12-16 20:32:59 +11:00
Iago Toral Quiroga
47351b843a nir/lower_tex: fix number of components in replace_gradient_with_lod()
We should make the dest in the textureLod() operation have the same number
of components as the destination in the original textureGrad()

Fixes regression in ES3-CTS.gtf.GL3Tests.shadow

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99072
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-15 08:34:55 +01:00
Timothy Arceri
a5502a721f Revert "nir: Turn imov/fmov of undef into undef."
This reverts commit 6aa730000f.

This was changing the size of the undef to always be 1 (the number of inputs
to imov and fmov) which is wrong, we could be moving a vec4 for example.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
2016-12-15 17:05:12 +11:00
Iago Toral Quiroga
da3389a331 nir/lower_tex: lower gradients on shadow cube maps if lower_txd_shadow is set
Even if lower_txd_cube_map isn't. Suggested by Ken to make the flag more
consistent with its name.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-13 10:33:29 +01:00
Iago Toral Quiroga
5be2e785b1 nir/lower_tex: add lowering for texture gradient on shadow samplers
This is ported from the Intel lowering pass that we use with GLSL IR.
This takes care of lowering texture gradients on shadow samplers other
than cube maps. Intel hardware requires this for gen < 8.

v2 (Ken):
 - Use the helper function to retrieve ddx/ddy
 - Swizzle away size components we are not interested in

v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
  instead (Ken, Eric)

v4:
- Add a 'continue' statement if the lowering makes progress because it
  replaces the original texture instruction

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v3)
2016-12-13 10:32:52 +01:00
Iago Toral Quiroga
a8e740c354 nir/lower_tex: add lowering for texture gradient on cube maps
This is ported from the Intel lowering pass that we use with GLSL IR.
The NIR pass only handles cube maps, not shadow samplers, which are
also lowered for gen < 8 on Intel hardware. We will add support for
that in a later patch, at which point we should be able to remove
the GLSL IR lowering pass.

v2:
- added a helper to retrieve ddx/ddy parameters (Ken)
- No need to make size.z=1.0, we are only using component x anyway (Iago)

v3:
- Get rid of the ddx/ddy helper and use nir_tex_instr_src_index
  instead (Ken, Eric)

v4:
- When emitting the textureLod operation, copy all texture parameters
  from the original textureGrad() (except for ddx/ddy) using a loop
- Add a 'continue' statement if the lowering makes progress because it
  replaces the original texture instruction

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v3)
2016-12-13 10:32:00 +01:00
Iago Toral Quiroga
bac303c286 nir/lower_tex: generalize get_texture_size()
This was written specifically for RECT samplers. Make it more generic so
we can call this from the gradient lowerings too.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-13 10:31:38 +01:00
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
Matt Turner
ac6646129f nir: Move fsat outside of fmin/fmax if second arg is 0 to 1.
instructions in affected programs: 550 -> 544 (-1.09%)
helped: 6

cycles in affected programs: 6952 -> 6850 (-1.47%)
helped: 6

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-12 12:39:27 -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
da1c49171d spirv: Use a simpler and more correct implementaiton of tanh()
The new implementation is more correct because it clamps the incoming value
to 10 to avoid floating-point overflow.  It also uses a much reduced
version of the formula which only requires 1 exp() rather than 2.  This
fixes all of the dEQP-VK.glsl.builtin.precision.tanh.* tests.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
2016-12-09 18:38:21 -08:00
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
Ian Romanick
b87039499b nir: In split_var_copies_block, uint, int, and bool types cannot be matrices
Noticed while adding support for 64-bit integer types.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-06 17:30:38 -08:00
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
50e0b0bee3 nir: Delete most of the constant_initializer support
Constant initializers have been a constant (ha!) pain for quite some time.
While they're useful from a language perspective, people writing passes or
backends really don't want deal with them most of the time.  This commit
removes most of the constant initializer support from NIR.  It is expected
that you call nir_lower_constant_initializers VERY EARLY to ensure that
they're gone before you do anything interesting.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:09 -08:00
Jason Ekstrand
2f19c19b5d nir: Simplify nir_lower_gs_intrinsics
It's only ever called on single-function shaders.  At this point, there are
a lot of helpers that can make it all much simpler.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:09 -08:00
Jason Ekstrand
257aa5a1c4 nir/lower_returns: Stop using constant initializers
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:09 -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
f5232db9e5 nir: Add a pass for lowering away constant initializers
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-05 15:40:09 -08:00
Iago Toral Quiroga
66e7effc85 spirv: Builtin Layer is an input for fragment shaders
This change makes it so we emit a load_input intrinsic when Layer
is read in a fragment shader.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-12-03 20:50:57 +01:00
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
Dave Airlie
6a62026dd4 nir: print var binding in dumps.
This only useful for spir-v shaders, but I keep finding myself
having to add it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-11-29 22:07:13 +00:00
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