Commit graph

37 commits

Author SHA1 Message Date
Chad Versace
7819435f2e glsl: Improve usage message for glsl_compiler
The new usage message lists possible command line options. (Newcomers to Mesa
currently have to trawl through the source to find the command line options,
and we should save them from that trouble.)

Example Output
--------------
usage: ./glsl_compiler [options] <file.vert | file.geom | file.frag>

Possible options are:
    --glsl-es
    --dump-ast
    --dump-hir
    --dump-lir
    --link
2010-11-17 15:44:41 -08:00
Ian Romanick
3322fbaf3b glsl: Slightly change the semantic of _LinkedShaders
Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage.  Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage.  As a result, some slots will be NULL.  This makes things a
little more complex in the linker, but it simplifies things in other
places.

As a side effect _NumLinkedShaders is removed.

NOTE: This may be a candidate for the 7.9 branch.  If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
2010-10-14 17:16:59 -07:00
Kristian Høgsberg
f9995b3075 Drop GLcontext typedef and use struct gl_context instead 2010-10-13 09:43:25 -04:00
Luca Barbieri
e591c4625c glsl: add several EmitNo* options, and MaxUnrollIterations
This increases the chance that GLSL programs will actually work.

Note that continues and returns are not yet lowered, so linking
will just fail if not supported.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2010-09-08 20:36:37 -07:00
Chia-I Wu
1a5b32ca01 glsl: Support GLSL ES in the standalone compile.
GLSL ES mode is enabled when --glsl-es is passed to glsl_compiler.
2010-09-08 04:08:29 -07:00
Chia-I Wu
dc754586ca glsl: Require a context in _mesa_glsl_parse_state.
Create a dummy context in the standalone compiler and pass it to
_mesa_glsl_parse_state.
2010-09-08 04:08:24 -07:00
Kenneth Graunke
7dcfc44b72 glsl: Define GL_ES preprocessor macro if API is OpenGL ES 2.0.
Also define it if #version 100 is encountered.
2010-09-07 17:30:37 -07:00
Ian Romanick
de7c3fe31a glsl2: Add module to perform simple loop unrolling 2010-09-03 11:55:22 -07:00
Ian Romanick
8df2dbf91d glsl2: Perform initial bits of loop analysis during compilation 2010-09-03 11:55:21 -07:00
Eric Anholt
5d0f430e8e mesa: Free old linked shaders when relinking new shaders. 2010-08-18 14:16:07 -07:00
Eric Anholt
8bebbeb7c5 glsl2: Add constant propagation.
Whereas constant folding evaluates constant expressions at rvalue
nodes, constant propagation tracks constant components of vectors
across execution to replace (possibly swizzled) variable dereferences
with constant values, triggering possible constant folding or reduced
variable liveness.
2010-08-09 19:21:18 -07:00
Ian Romanick
7ffe40532f glsl2: Clean-up two 'unused variable' warnings 2010-08-02 13:53:32 -07:00
Eric Anholt
784695442c glsl2: Add new tree grafting optimization pass. 2010-07-31 15:52:21 -07:00
Eric Anholt
66d4c65ee2 glsl2: Make the dead code handler make its own talloc context.
This way, we don't need to pass in a parse state, and the context
doesn't grow with the number of passes through optimization.
2010-07-27 11:46:05 -07:00
Eric Anholt
832aad989e glsl2: Add optimization pass for algebraic simplifications.
This cleans up the assembly output of almost all the non-logic tests
glsl-algebraic-*.  glsl-algebraic-pow-two needs love (basically,
flattening to a temporary and squaring it).
2010-07-27 09:43:52 -07:00
Kenneth Graunke
aa9f86ae8b glsl2: Fix standalone compiler to not crash horribly.
ir_to_mesa was updated for the _mesa_glsl_parse_state constructor
changes, but main.cpp was not.
2010-07-22 16:50:36 -07:00
Ian Romanick
d5be2acae3 linker: Link built-in functions instead of including them in every shader
This is an invasive set of changes.  Each user shader tracks a set of other
shaders that contain built-in functions.  During compilation, function
prototypes are imported from these shaders.  During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
2010-07-21 15:52:58 -07:00
Ian Romanick
60e2d06d1c glsl2: Implement utility routine to talloc reparent an IR tree 2010-07-20 17:48:24 -07:00
Eric Anholt
f8946699ec glsl2: Add definitions of the builtin constants present in GLSL 1.10.
Fixes:
glsl1-built-in constants
2010-07-20 14:03:35 -07:00
Ian Romanick
5a2e0b8ce5 glsl2: Don't validate IR if there were compilation errors 2010-07-20 11:38:54 -07:00
Ian Romanick
25f51d3b9b linker: Track and validate GLSL versions used in shaders 2010-07-19 14:50:43 -07:00
Ian Romanick
3fb878722e linker: Stub-out intrastage linker 2010-07-12 15:19:30 -07:00
Kenneth Graunke
dfd30ca6a9 glsl2: Remove generate_temporary and global temporary counter.
Most places in the code simply use a static name, which works because
names are never used to look up an ir_variable.  generate_temporary is
simply unnecessary (and looks like it would leak memory, and isn't
thread safe...)
2010-07-08 15:44:19 -07:00
Eric Anholt
a36334be02 glsl2: Add pass for supporting variable vector indexing in rvalues.
The Mesa IR needs this to support vector indexing correctly, and
hardware backends such as 915 would want this behavior as well.

Fixes glsl-vs-vec4-indexing-2.
2010-07-06 18:49:24 -07:00
Ian Romanick
4d962e66e3 glsl2: Print the linking info log in the stand-alone compiler 2010-07-02 14:57:07 -07:00
Ian Romanick
667f4e1940 glsl2: Conditionally allow optional extensions to be enabled
The only optional extension currently supported by the compiler is
GL_EXT_texture_array.
2010-07-01 20:40:08 -07:00
Ian Romanick
06143ea094 glsl2: Conditionally define preprocessor tokens for optional extensions
The only optional extension currently supported by the compiler is
GL_EXT_texture_array.
2010-07-01 20:40:08 -07:00
Ian Romanick
127308b4be glsl2: Add gl_MaxTextureCoords 2010-07-01 13:30:50 -07:00
Kenneth Graunke
629198b96a glsl2: Preprocessed source doesn't need to live past compile time. 2010-06-30 13:52:24 -07:00
Kenneth Graunke
116f1d4f95 glsl2: Steal the live IR and free the rest of the junk. 2010-06-30 13:52:24 -07:00
Eric Anholt
849e18153c glsl2: Use Mesa's gl_shader_program instead of our own struct glsl_program.
This avoids more allocation and shuffling of data around.
2010-06-30 12:01:42 -07:00
Eric Anholt
16b68b1952 glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.
This saves recompiling at link time.  gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
2010-06-30 11:30:26 -07:00
Ian Romanick
5e18b051c0 glsl2: Pass MaxDrawBuffers from core Mesa into the GLSL compiler 2010-06-29 15:19:38 -07:00
Ian Romanick
efc15f862b glsl_type: Add _mesa_glsl_release_types to release all type related storage 2010-06-29 11:15:40 -07:00
Ian Romanick
22c23dedad glsl2: Add option to stand-alone GLSL compiler to dump IR before optimizations 2010-06-28 10:04:22 -07:00
Eric Anholt
bda27424cf glsl2: Use the parser state as the talloc context for dead code elimination.
This cuts runtime by around 20% from talloc_parent() lookups.
2010-06-25 13:38:38 -07:00
Eric Anholt
2928588267 glsl2: Move the compiler to the subdirectory it will live in in Mesa. 2010-06-24 15:36:00 -07:00
Renamed from main.cpp (Browse further)