This patch moves following bitfields and variables to the data
structure:
explicit_location, explicit_index, explicit_binding, has_initializer,
is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray,
from_named_ifc_block_array, depth_layout, location, index, binding,
max_array_access, atomic
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This patch moves following bitfields in to the data structure:
used, assigned, how_declared, mode, interpolation,
origin_upper_left, pixel_center_integer
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This patch implements the common support code required for the
ARB_shader_atomic_counters extension. It defines the necessary data
structures for tracking atomic counter buffer objects (from now on
"ABOs") associated with some specific context or shader program, it
implements support for binding buffers to an ABO binding point and
querying the existing atomic counters and buffers declared by GLSL
shaders.
v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant.
Acked-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
When program_resource_visitor visits variables that were created by
lower_named_interface_blocks, it needs to do extra work to un-do the
effects of lower_named_interface_blocks and construct the proper API
names.
Fixes piglit test
spec/glsl-1.50/execution/interface-blocks-api-access-members.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
In the array-of-struct case, recursion() takes the row_major flag for
each iteration from 't->fields.structure[i]', but 't' is not a record
type. Inherit the array declaration row_major flag instead.
This mistake was found by running piglit on valgrind.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69449
Cc: "9.1 9.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Kenneth Graunke <kenneth@whitecape.org>
This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO. Saves about 60kb on disk.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@.intel.com>
The first field of a record in a UBO has the aligment of the record
itself.
Fixes piglit vs-struct-pad, fs-struct-pad, and (with the patch posted to
the piglit list that extends the test) layout-std140.
NOTE: The bit of strangeness with the version of visit_field without the
record_type poitner is because that method is pure virtual in the base
class. The original implementation of the class did this to ensure
derived classes remembered to implement that flavor. Now they can
implement either flavor but not both. I don't know a C++ way to enforce
that.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68195
Cc: "9.2 9.1" mesa-stable@lists.freedesktop.org
The outer-most record is passed into the visit_field method for
the first field. In other words, in the following structure:
struct S1 {
vec4 v;
float f;
};
struct S {
S1 s1;
S1 s2;
};
uniform Ubo {
S s;
};
s.s1.v would get record_type = S (because s1.v is the first non-record
field in S), and s.s2.v would get record_type = S1. s.s1.f and s.s2.f
would get record_type = NULL becuase they aren't the first field of
anything.
This new overload isn't used yet, but the next patch will add several
uses.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Cc: "9.2 9.1" mesa-stable@lists.freedesktop.org
Previously we would generate uniform locations as (slot << 16) +
array_index. We do this to handle applications that assume the location
of a[2] will be +1 from the location of a[1]. This resulted in every
uniform location being at least 0x10000. The OpenGL 4.3 spec was
amended to require this behavior, but previous versions did not require
locations of array (or structure) members be sequential.
We've now encountered two applications that assume uniform values will
be "small." As far as we can tell, these applications store the GLint
returned by glGetUniformLocation in a int16_t or possibly an int8_t.
THIS BEHAVIOR IS NOT GUARANTEED OR IMPLIED BY ANY VERSION OF OpenGL.
Other implementations happen to have both these behaviors (sequential
array elements and small values) since OpenGL 2.0, so let's just match
their behavior.
Fixes "3D Bowling" on Android.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-and-tested-by: Chad Versace <chad.versace@linux.intel.com>
This is used by _mesa_uniform_merge_location_offset and
_mesa_uniform_split_location_offset to determine how the base and offset
are packed. Previously, this value was hard coded as (1U<<16) in those
functions via the shift and mask contained therein. The value is still
(1U<<16), but it can be changed in the future.
The next patch dynamically generates this value.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-and-tested-by: Chad Versace <chad.versace@linux.intel.com>
We were counting uniforms located in UBOs against the default uniform
block limit, while not doing any counting against the specific combined
limit.
Note that I couldn't quite find justification for the way I did this, but
I think it's the only sensible thing: The spec talks about components, so
each "float" in a std140 block would count as 1 component and a "vec4"
would count as 4, though they occupy the same amount of space. Since GPU
limits on uniform buffer loads are surely going to be about the size of
the blocks, I just counted them that way.
Fixes link failures in piglit
arb_uniform_buffer_object/maxuniformblocksize when ported to geometry
shaders on Paul's GS branch, since in that case the max block size is
bigger than the default uniform block component limit.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
It appears that `sizeof(Class::member)` is either non-standard or
merely unsupported in MSVC.
So use `sizeof(instance->member)` instead, which is guaranteed to work
everywhere.
Also promote the assert to a static assert.
Trivial.
The problem is the sampler units are allocated from the same pool for all
shader stages, so if a vertex shader uses 12 samplers (0..11), the fragment
shader samplers start at index 12, leaving only 4 sampler units
for the fragment shader. The main cause is probably the fact that samplers
(texture unit -> sampler unit mapping, etc.) are tracked globally
for an entire program object.
This commit adapts the GLSL linker and core Mesa such that the sampler units
are assigned to sampler uniforms for each shader stage separately
(if a sampler uniform is used in all shader stages, it may occupy a different
sampler unit in each, and vice versa, an i-th sampler unit may refer to
a different sampler uniform in each shader stage), and the sampler-specific
variables are moved from gl_shader_program to gl_shader.
This doesn't require any driver changes, and it fixes piglit/max-samplers
for gallium and classic swrast. It also works with any number of shader
stages.
v2: - converted tabs to spaces
- added an assertion to _mesa_get_sampler_uniform_value
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
There's actually nothing uniform-specific in uniform_field_visitor.
It is potentially useful for all kinds of program resources (in
particular, future patches will use it for transform feedback
varyings).
This patch renames it to program_resource_visitor, and clarifies
several comments, to reflect the fact that it is useful for more than
just uniforms.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
v2: A previous patch contained a spurious hunk that removed an
assignment to ir_variable::uniform_block. That hunk was moved to this
patch. Suggested by Carl Worth.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Use the function added in the previous commit.
This temporarily causes gles3conform
uniform_buffer_object_index_of_not_active_block,
uniform_buffer_object_inherit_and_override_layouts, and
uniform_buffer_object_repeat_global_scope_layouts to assertion fail.
This is fixed in the next commit.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
glGetUniformIndices requires that the block instance index not be
present in the name of queried uniforms. However,
gl_uniform_buffer_variable::Name will include the instance index. The
IndexName field is added to handle this difference.
Note that currently IndexName will always point to the same string as
Name. This will change soon.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
Pretty much all of the compile-time, per-compilation unit block data is
about to get the axe.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This flavor takes a type and a base name. It will be used to handle
cases where the block name (instead of the instance name) is used for an
interface block.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Inspite of the spell checker, spell recurse correctly. Suggested by
Carl Worth.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Not used yet, but the UBO layout visitor will use this.
v2: Remove a spruious hunk. This is moved to the patch "glsl: Remove
ir_variable::uniform_block". Suggested by Carl Worth.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Not used yet, but the UBO layout visitor will use this.
v2: Add some commentary as to why row_major is always set to false in
process. Suggesed by Paul Berry.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The way a variable is tested for this property is about to change, and
this makes the code easier to modify.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Also slightly change the compatibility test. Instead of comparing the
offsets of the block variables, compare the packing mode of the blocks.
Ideally we don't want to assign the offsets until a later stage of
linking.
This is put in a new file called link_uniform_blocks.cpp. Some new
functions related to uniform blocks are going to live in that file as
well.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Carl Worth <cworth@cworth.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
It always returns true, so there's no point in having a return value.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We don't fully process the builtin uniforms, but at least
num_uniform_components reflects reality now.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
When too may uniforms are used, the error will be caught in
check_resources (src/glsl/linker.cpp).
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Stéphane Marchesin <marcheu@chromium.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Benoit Jacob <bjacob@mozilla.com>
Previously, we were returning the index into the UniformBlocks of one of the
linked shaders, when it's supposed to be the program global index.
Fixes piglit getactiveuniformsiv-uniform_block_index.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
When converting var->location from pointing at the program's UniformBlocks to
pointing at the linked shader's UniformBlocks, I missed this change. It
usually worked out in the end because the two lists happen to be the same in
many testcases.
Fixes a valgrind complaint on
oglconform ubo-compile.cpp advanced.std140.2stage
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
At this point in the linking, we've totally lost track of the struct
gl_uniform_buffer that this pointed to in the original unlinked
shader, so we do a nasty n^2 walk to find it the new one based on the
variable name.
Note that these point into the shader's list of gl_uniform_buffers,
not the linked program's.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
The spec requires that samplers be initialized to 0. Since this
differs from the 1-to-1 mapping of samplers to texture units assumed
by ARB assembly shaders (and the gl_program structure), be sure to
propagate this date from the gl_shader_program to the gl_program.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
CC: Vadim Girlin <vadimgirlin@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49088
v2: Fix handling of arrays-of-structure. Thanks to Eric Anholt for
pointing this out.
v3: Minor comment change based on feedback from Ken.
Fixes piglit glsl-1.20/execution/uniform-initializer/fs-structure-array
and glsl-1.20/execution/uniform-initializer/vs-structure-array.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Fixes a Coverity resource leak defect.
NOTE: This is a candidate for the 8.0 branch.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Both callers of rewrite_tail immediately compute the new total string
length by adding the (known) length of the existing string plus the
length of the newly appended text. Unfortunately, callers generally
won't know the length of the new text, as it's printf-formatted.
Since ralloc already computes this length, it makes sense to add it in
and save the caller the effort. This simplifies both existing callers,
but more importantly, will allow for cheap-appending in the next commit.
v2: The link_uniforms code needs both the old and new length.
Apply the obvious fix (which sadly makes it less of a cleanup).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Acked-by: José Fonseca <jfonseca@vmware.com> [v1]
It used to be done in ir_to_mesa, and that was kind of a bad place.
I didn't change st_glsl_to_tgsi because there is some strange stuff
happening in the code that generates glDrawPixels shaders. It looked
like this would break horribly if I touched anything.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Track the calculated data in gl_shader_program instead of the
individual assembly shaders.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The old count_uniform_size::num_shader_uniforms was actually
calculating the number of components used. Multiplying by 4 when
setting gl_shader::num_uniform_components caused us to count 4x as
many uniform components as were actually used.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966
Acked-by: Marek Olšák <maraeo@gmail.com>
Tested-by: Vinson Lee <vlee@vmware.com>
Tested-by: Pavel Ondračka <pavel.ondracka@email.cz>
Reviewed-and-tested-by: Kenneth Graunke <kenneth@whitecape.org>