The spec text cited above says you can't, but only the GLSL 3.00 (redefine
or overload) case was implemented.
Fixes dEQP scoping.invalid.redefine_builtin_fragment/vertex.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Matt Turner <mattst88@gmail.com>
From the spec,
Arrays are allowed as arguments, but not as the return type. [...] The
return type can also be a structure if the structure does not contain
an array.
Fixes DEQP shaders.functions.invalid.return_array_in_struct_fragment.
v2: Spec cite wording change
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Matt Turner <mattst88@gmail.com>
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Yes, this is a bit hacky but we don't really have the choice.
Plain GLSL doesn't accept bindless samplers/images as l-values
while it's allowed when ARB_bindless_texture is enabled.
The default NULL parameter is because we can't access the
_mesa_glsl_parse_state object in few places in the compiler.
One is_lvalue(NULL) call is for IR validation but other checks
happen elsewhere, should be safe.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
From section 4.3.4 of the ARB_bindless_texture spec
"(modify last paragraph, p. 35, allowing samplers and images as
fragment shader inputs) ... Fragment inputs can only be signed
and unsigned integers and integer vectors, floating point scalars,
floating-point vectors, matrices, sampler and image types, or
arrays or structures of these. Fragment shader inputs that are
signed or unsigned integers, integer vectors, or any
double-precision floating- point type, or any sampler or image
type must be qualified with the interpolation qualifier "flat"."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and
image types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and image
types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
From section 4.3.6 of the ARB_bindless_texture spec:
"Output variables can only be floating-point scalars,
floating-point vectors, matrices, signed or unsigned integers or
integer vectors, sampler or image types, or arrays or structures
of any these."
v3: - add spec comment
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The spec doesn't clearly state this, but I have got clarification
from the spec authors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
From section 4.3.7 of the ARB_bindless_texture spec:
"(remove the following bullet from the last list on p. 39, thereby
permitting sampler types in interface blocks; image types are also
permitted in blocks by this extension)"
* sampler types are not allowed
v3: - update the spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The ARB_bindless_texture spec doesn't clearly state this, but as
it says "Replace Section 4.1.7 (Samplers), p. 25" and,
"Replace Section 4.1.X, (Images)", this should be allowed.
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and used
as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and used as
"out" and "inout" function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add validate_storage_for_sampler_image_types()
- update spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This adds bindless_sampler and bound_sampler (and respectively
bindless_image and bound_image) to the parser.
v3: - add an extra space in apply_bindless_qualifier_to_variable()
- fix indentation in merge_qualifier()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
In plain GLSL, sampler and image types can only be declared
uniform-qualified global variables or 'in' function parameters.
Setting the read_only flag seems quite useless because other
checks will prevent sampler/image variables to be assigned and
also because the flag is not set for atomic_uint types which are
opaque types.
This will also help for ARB_bindless_texture because samplers
and images can be assigned when they are considered bindless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The spec allows memory qualifiers to be used with image variables,
buffers variables and shader storage blocks. This patch also fixes
validate_memory_qualifier_for_type().
Fixes the following ARB_uniform_buffer_object test:
uniform-block-memory-qualifier.frag
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Including structures, interfaces and uniform blocks.
Fixes the following ARB_shader_image_load_store test:
format-layout-with-non-image-type.frag
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It makes more sense to have two separate validate functions,
mainly because memory qualifiers are allowed with members of
shader storage blocks.
validate_memory_qualifier_for_type() will be fixed in a
separate patch.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It doesn't make sense to prefix them with 'image' because
they are called "Memory Qualifiers" and they can be applied
to members of storage buffer blocks.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
This reverts commit 24011ead71.
This causes lots of ES 3.1 CTS tests to fail to compile a bit of code
like:
layout(binding = 0) buffer InOut
{
highp uint inputValues[384];
highp uint outputValues[384];
coherent highp uint groupValues[64]; <-----
} sb_inout;
error: memory qualifiers may only be applied to images
Fixes the following ARB_shader_image_load_store tests:
format-layout-with-non-image-type.frag
memory-qualifier-with-non-image-type.frag
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Varying types have already been validated in
apply_type_qualifier_to_variable() by this point.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Here get_scalar_type() was just being use to remove the array
after that we converted it back to base_type anyway so just
use the without_array() helper.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
This removes one level of indentation and will improve readability
for bindless images.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Builtins are created once and allocated using their own private ralloc
context. When reparenting IR that includes builtins, we might be steal
bits of builtins. This is problematic because these builtins might now
be freed when the shader that includes then last is disposed. This
might also lead to inconsistent ralloc trees/lists if shaders are
created on multiple threads.
Rather than including builtins directly into a shader's IR, we should
include clones of them in the ralloc context of the shader that
requires them. This fixes double free issues we've been seeing when
running shader-db on a big multicore (72 threads) server.
v2: Also rename _mesa_glsl_find_builtin_function_by_name() to better
reflect how this function is used. (Ken)
v3: Rename ctx to mem_ctx (Ken)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, when q.subroutine was set to 1, a new subroutine
declaration was added to the AST, while 0 meant a subroutine
definition has been detected by the parser.
Thus, setting the q.subroutine flag in both situations is
obviously wrong because a new type identifier is added instead
of trying to match the declaration. To fix it up, introduce
ast_type_qualifier::is_subroutine_decl() to differentiate
declarations and definitions easily.
This fixes a regression with:
arb_shader_subroutine/compiler/direct-call.vert
Cc: Mark Janes <mark.a.janes@intel.com>
Fixes: be8aa76afd ("glsl: remove unecessary flags.q.subroutine_def")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100026
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This bit is definitely not necessary because subroutine_list
can be used instead. This frees one more bit in the flags.q
struct which is nice because arb_bindless_texture will need
4 bits for the new layout qualifiers.
No piglit regressions found (including compiler tests) with
"-t subroutine".
v2: set the subroutine flag for validating illegal flags
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This improves consistency with image variables and atomic
counters which are already rejected the same way.
Note that opaque variables can't be treated as l-values, which
means only the 'in' function parameter is allowed.
v2: rewrite commit message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> (v1)
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v2)
The main idea behind this is to free some bits in the flags.q
struct because currently all 64-bits are used and we can't
add more layout qualifiers without reaching a static assert.
In order to do that (mainly for ARB_bindless_texture), use an
enumeration for the AMD_conservative_depth layout qualifiers
because it's forbidden to declare more than one depth qualifier
for gl_FragDepth.
Note that ast_type_qualifier::merge_qualifier() will prevent
using duplicate layout qualifiers by returning a compile-time
error.
No piglit regressions found (including compiler tests) with
RX480 on RadeonSI.
v2: use a switch case
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Andres Gomez <agomez@igalia.com> (v1)
CXX glsl/ast_to_hir.lo
glsl/ast_to_hir.cpp: In member function 'virtual ir_rvalue* ast_declarator_list::hir(exec_list*, _mesa_glsl_parse_state*)':
glsl/ast_to_hir.cpp:4846:42: warning: missing braces around initializer for 'unsigned int [16]' [-Wmissing-braces]
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Andres Gomez <agomez@igalia.com>
It will return the current variable ('var') or the earlier declaration ('earlier') in
case of redeclaration of that variable.
In order to distinguish between both, 'is_redeclaration' boolean will indicate in which
case we are.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The get_variable_being_redeclared() function can free 'var' because
a re-declaration of an unsized array variable can establish the size, so
we set the array type to the 'earlier' declaration and free 'var' as it is
not needed anymore.
However, the same 'var' is referenced later in ast_declarator_list::hir().
This patch fixes it by picking the ir_variable_mode from the proper
ir_variable.
This error was detected by Address Sanitizer.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Suggested-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99677
Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
TCS and TES inputs without an array size are implicitly sized to
gl_MaxPatchVertices. But TCS outputs are apparently not:
"If no size is specified, it will be taken from the output patch size
(gl_VerticesOut) declared in the shader."
Fixes dEQP-GLES31.functional.program_interface_query.program_output.
array_size.separable_tess_ctrl.var.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
From GLSL ES 3.10 spec, section 4.1.9 "Arrays":
"If an array is declared as the last member of a shader storage block
and the size is not specified at compile-time, it is sized at run-time.
In all other cases, arrays are sized only at compile-time."
In desktop GLSL it is allowed to have unsized-arrays that are
not last, as long as we can determine that they are implicitly
sized, which is detected at link-time.
With this patch Mesa reports a compilation error as glslang does with
the following shader:
buffer SSBO { vec4 data[]; vec4 moreData;};
void main (void)
{
}
Fixes:
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
Cc: "17.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Just add support in two more places in ast parsing.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds 64-bit integer support to some AST and IR operations where
it is needed.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This adds support to call the new operations on conversions.
v2 (idr): Delete an unnecessary break-statement. Noticed by Matt. Add
a missing blank line. Noticed by Ian.
v3 (idr): "cut them down later" => Remove ir_unop_b2u64 and
ir_unop_u642b. Handle these with extra i2u or u2i casts just like
uint(bool) and bool(uint) conversion is done.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>