Commit Graph

68 Commits

Author SHA1 Message Date
Timothy Arceri
347038baa9 glsl/nir: add pixel_center_integer to shader info
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2018-02-19 08:47:48 +11:00
Timothy Arceri
5b8de4bdff nir: add vs_inputs_dual_locations compiler option
Allows nir drivers to either use a single or dual locations for
vs double inputs.

i965 uses dual locations for both OpenGL and Vulkan drivers, for
now gallium OpenGL drivers only use a single location.

The following patch will also make use of this option when
calling nir_shader_gather_info().

Reviewed-by: Karol Herbst <kherbst@redhat.com>
2018-01-30 09:08:47 +11:00
Timothy Arceri
f63e05ae9e compiler: tidy up double_inputs_read uses
First we move double_inputs_read into a vs struct in the union,
double_inputs_read is only used for vs inputs so this will
save space and also allows us to add a new double_inputs field.

We add the new field because c2acf97fcc changed the behaviour
of double_inputs_read, and while it's no longer used to track
actual reads in i965 we do still want to track this for gallium
drivers.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2018-01-30 09:08:47 +11:00
Timothy Arceri
0cbc62a4dd glsl: add image and sampler (un)packing support to glsl to nir
This is needed for ARB_bindless_texture support.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2018-01-23 09:44:37 +11:00
Jose Maria Casanova Crespo
1f440d00d2 nir: Handle fp16 rounding modes at nir_type_conversion_op
nir_type_conversion enables new operations to handle rounding modes to
convert to fp16 values. Two new opcodes are enabled nir_op_f2f16_rtne
and nir_op_f2f16_rtz.

The undefined behaviour doesn't has any effect and uses the original
nir_op_f2f16 operation.

v2: Indentation fixed (Jason Ekstrand)

v3: Use explicit case for undefined rounding and assert if
    rounding mode is used for non 16-bit float conversions
    (Jason Ekstrand)

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-12-06 08:57:18 +01:00
Eduardo Lima Mitev
59f458cd87 glsl: Add 16-bit types
Adds new INT16, UINT16 and FLOAT16 base types.

The corresponding GL types for half floats were reused from the
AMD_gpu_shader_half_float extension. The int16 and uint16 types come from
NV_gpu_shader_5 extension.

This adds the builtins and the lexer support.

To avoid a bunch of warnings due to cases not handled in switch, the
new types have been added to a few places using same behavior as
their 32-bit counterparts, except for a few trivial cases where they are
already handled properly. Subsequent patches in this set will provide
correct 16-bit implementations when needed.

v2: * Use FLOAT16 instead of HALF_FLOAT as name of the base type.
    * Removed float16_t from builtin types.
    * Don't copy 16-bit types as if they were 32-bit values in
      copy_constant_to_storage().
    * Use get_scalar_type() instead of adding a new custom switch
      statement.
    (Jason Ekstrand)
v3: Use GL_FLOAT16_NV instead of GL_HALF_FLOAT for consistency
    (Ilia Mirkin)
v4: Add missing 16-bit base types support in glsl_to_nir (Eduardo Lima).
v5: Fix coding style (Topi Poholainen).

Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-12-06 08:57:18 +01:00
Timothy Arceri
8c9f3f2c46 nir: add streams to nir data
This will be used by gallium drivers.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-11-12 11:08:26 +11:00
Jason Ekstrand
3ee91ee6ac nir: Make ballot intrinsics variable-size
This way they can return either a uvec4 or a uint64_t.  At the moment,
this is a no-op since we still always return a uint64_t.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-11-07 10:37:52 -08:00
Ian Romanick
6403efbe74 glsl: Remove ir_binop_greater and ir_binop_lequal expressions
NIR does not have these instructions.  TGSI and Mesa IR both implement
them using < and >=, repsectively.  Removing them deletes a bunch of
code and means I don't have to add code to the SPIR-V generator for
them.

v2: Rebase on 2+ years of change... and fix a major bug added in the
rebase.

   text	   data	    bss	    dec	    hex	filename
8255291	 268856	 294072	8818219	 868e2b	32-bit i965_dri.so before
8254235	 268856	 294072	8817163	 868a0b	32-bit i965_dri.so after
7815339	 345592	 420592	8581523	 82f193	64-bit i965_dri.so before
7813995	 345560	 420592	8580147	 82ec33	64-bit i965_dri.so after

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-10-30 09:27:09 -07:00
Jordan Justen
87e71726e0 glsl_to_nir: Zero nir_constant in constant_copy for valgrind & nir_serialize
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-10-25 12:36:21 -07:00
Jordan Justen
16867154d8 glsl_to_nir: Zero nir_variable struct for valgrind & nir_serialize
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-10-25 12:36:21 -07:00
Jason Ekstrand
59fb59ad54 nir: Get rid of nir_shader::stage
It's redundant with nir_shader::info::stage.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2017-10-20 12:49:17 -07:00
Jason Ekstrand
3442c9fc3e nir: Get rid of the variable on vote intrinsics
This looks like a copy+paste error.  They don't actually write into that
variable as would be implied by putting the return there.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: mesa-stable@lists.freedesktop.org
2017-10-12 22:39:29 -07:00
Timothy Arceri
4244bea859 nir: add always_active_io to nir variable
Will be used in nir link pass to decided if we can remove a varying
or not.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2017-09-26 22:37:02 +10:00
Ian Romanick
9ac8fece63 glsl: Unify ir_constant::const_elements and ::components
There was no reason to treat array types and record types differently.
Unifying them saves a bunch of code and saves a few bytes in every
ir_constant.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
2017-09-19 12:02:43 -05:00
Ian Romanick
0e88153e99 glsl: Rename ir_constant::array_elements to ::const_elements
The next patch will unify ::array_elements and ::components, so the
name ::array_elements wouldn't be appropriate.  A lot of things use
the names array_elements and components, so grepping for either is
pretty useless.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
2017-09-19 12:02:43 -05:00
Timothy Arceri
49d9286a3f glsl: stop copying struct and interface member names
We are currently copying the name for each member dereference
but we can just share a single instance of the string provided
by the type.

This change also stops us recalculating the field index
repeatedly.

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2017-08-11 10:43:21 +10:00
Timothy Arceri
e2e2c5abd2 glsl: calculate number of operands in an expression once
Extra validation is added to ir_validate to make sure this is
always updated to the correct numer of operands, as passes like
lower_instructions modify the instructions directly rather then
generating a new one.

The reduction in time is so small that it is not really
measurable. However callgrind was reporting this function as
being called just under 34 million times while compiling the
Deus Ex shaders (just pre-linking was profiled) with 0.20%
spent in this function.

v2:
 - make num_operands a unit8_t
 - fix unsigned/signed mismatches

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2017-08-11 10:43:12 +10:00
Juan A. Suarez Romero
c4210dec8a glsl: look up for transform feedback varyings after linking
Check if shaders have transform feedback varyings also after the
post-link step.

This fixes:
KHR-GL45.enhanced_layouts.xfb_vertex_streams
piglit/spec/arb_enhanced_layouts/gs-stream-location-aliasing

v2: add claryfing comments (Timothy)

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-08-02 10:04:12 +02:00
Matt Turner
636fe4d1c6 nir: Add intrinsics from ARB_shader_ballot
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Matt Turner
ba2fbbf1c0 nir: Add intrinsics from ARB_shader_group_vote
These are intrinsics rather than opcodes, because they operate across
channels.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-07-20 16:56:49 -07:00
Nicolai Hähnle
10e1d2d9aa glsl_to_nir: zero-initialize var->data.descriptor_set
This is convenient for backends that support both Vulkan and OpenGL while
lowering samplers to derefs with nir_lower_samplers_as_deref.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-07-05 12:27:10 +02:00
Jason Ekstrand
b86dba8a0e nir: Embed the shader_info in the nir_shader again
Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer.  The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct.  This, however, has
caused a few problems:

 1) There are many things which generate NIR without GLSL.  This means
    we have to support both NIR shaders which come from GLSL and ones
    that don't and need to have an info elsewhere.

 2) The solution to (1) raises all sorts of ownership issues which have
    to be resolved with ralloc_parent checks.

 3) Ever since 00620782c9, we've been
    using nir_gather_info to fill out the final shader_info.  Thanks to
    cloning and the above ownership issues, the nir_shader::info may not
    point back to the gl_shader anymore and so we have to do a copy of
    the shader_info from NIR back to GLSL anyway.

All of these issues go away if we just embed the shader_info in the
nir_shader.  There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-05-09 15:07:47 -07:00
Samuel Pitoiset
a5f82db380 glsl: rename image_* qualifiers to memory_*
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>
2017-05-04 09:51:25 +02:00
Timothy Arceri
aa021d50c0 glsl_to_nir: skip ir_var_shader_shared variables
These should be lowered away in GLSL IR but if we don't get dead
code to clean them up it causes issues in glsl_to_nir.

We wan't to drop as many GLSL IR opts in future as we can so this
makes glsl_to_nir just ignore the vars if it sees them.

In future we will want to just use the nir lowering pass that
Vulkan currently uses.

Acked-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-04-24 12:08:14 +10:00
Samuel Pitoiset
60caca3019 glsl: make use of glsl_type::is_boolean()
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>
2017-04-21 19:33:38 +02:00
Boyan Ding
ff29f488d4 nir: Destination component count of shader_clock intrinsic is 2
This fixes the following error when using ARB_shader_clock on i965:
	vec1 32 ssa_0 = intrinsic shader_clock () () ()
	intrinsic store_var (ssa_0) (clock_retval) (3) /* wrmask=xy */
error: src->ssa->num_components == num_components (nir/nir_validate.c:204)

Signed-off-by: Boyan Ding <boyan.j.ding@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
2017-04-14 14:54:06 -07:00
Jason Ekstrand
762a6333f2 nir: Rework conversion opcodes
The NIR story on conversion opcodes is a mess.  We've had way too many
of them, naming is inconsistent, and which ones have explicit sizes was
sort-of random.  This commit re-organizes things and makes them all
consistent:

 - All non-bool conversion opcodes now have the explicit size in the
   destination and are named <src_type>2<dst_type><size>.

 - Integer <-> integer conversion opcodes now only come in i2i and u2u
   forms (i2u and u2i have been removed) since the only difference
   between the different integer conversions is whether or not they
   sign-extend when up-converting.

 - Boolean conversion opcodes all have the explicit size on the bool and
   are named <src_type>2<dst_type>.

Making things consistent also allows nir_type_conversion_op to be moved
to nir_opcodes.c and auto-generated using mako.  This will make adding
int8, int16, and float16 versions much easier when the time comes.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-03-14 07:36:40 -07:00
Jason Ekstrand
702d1af8ba glsl/nir: Use nir_type_conversion_op
Using the helper is way better than hand-coding the universe.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-03-14 07:36:40 -07:00
Jason Ekstrand
e9a45a3d5d nir: Make image_size a variable-width intrinsic
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2017-03-14 07:36:40 -07:00
Jason Ekstrand
c75f965ab7 glsl/nir: Use nir_builder's new control-flow helpers
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2017-03-01 17:00:20 -08:00
Jason Ekstrand
161d3e81be nir: Combine the int and double [un]pack opcodes
NIR is a typeless IR and the two opcodes, when considered bitwise, do
exactly the same thing.  There's no reason to have two versions.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-02-16 17:28:03 -08:00
Samuel Iglesias Gonsálvez
824e1bb078 nir: add opcode to perform int64 to bool conversions
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99660
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-02-09 10:18:34 +01:00
Timothy Arceri
fc707f570f mesa/glsl: set {clip,cull}_distance_array_size directly in gl_program
There are some line wrapping violations here but those lines will get
deleted in the following patch.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-01-23 14:48:04 +11:00
Ian Romanick
3c9b35372b nir: Enable 64-bit integer support for almost all unary and binary operations
v2: Don't up-convert the shift count parameter if shift instructions.
Suggested by Connor.  Add type_is_singed() function.  This will make
adding 8- and 16-bit types easier.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Cc: Jason Ekstrand <jason@jlekstrand.net>
2017-01-20 15:41:23 -08:00
Ian Romanick
3460d05a71 nir: Add 64-bit integer support for conversions and bitcasts
v2 (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.

v3 (idr): Make the "from" type in a cast unsized.  This reduces the
number of required cast operations at the expensive slightly more
complex code.  However, this will be a dramatic improvement when other
sized integer types are added.  Suggested by Connor.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2017-01-20 15:41:23 -08:00
Ian Romanick
3ca0029a0d nir: Add 64-bit integer constant support
v2: Rebase on 19a541f (nir: Get rid of nir_constant_data)

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com> [v1]
2017-01-20 15:41:23 -08:00
Juan A. Suarez Romero
c2acf97fcc nir/i965: use two slots from inputs_read for dvec3/dvec4 vertex input attributes
So far, input_reads was a bitmap tracking which vertex input locations
were being used.

In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.

But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.

To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.

As example, if in our GLSL/IR shader we have three attributes:

layout(location = 0) vec3  attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;

then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.

Checking carefully, basically we are using slots rather than locations
in NIR.

When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.

v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.

v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-09 10:42:22 +01:00
Kenneth Graunke
311b1f0a98 nir: Make glsl_to_nir compact scalar TessLevel arrays.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2017-01-06 15:55:46 -08:00
Timothy Arceri
4807a83da0 mesa/glsl: set num_textures per stage directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
f62eb6c7eb st/mesa/glsl/i965: set num_ssbos directly in shader_info
Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Timothy Arceri
b792c38979 st/mesa/glsl/i965: set num_ubos directly in shader_info
This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +11:00
Jason Ekstrand
134a5ad31c nir: Make nir_copy_deref follow the "clone" pattern
We rename it to nir_deref_clone, re-order the sources to match the other
clone functions, and expose nir_deref_var_clone.  This past part, in
particular, lets us get rid of quite a few lines since we no longer have
to call nir_copy_deref and wrap it in deref_as_var.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2016-12-30 12:38:04 -08:00
Timothy Arceri
b51bfbdd85 glsl/mesa: set separate_shader directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
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
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
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
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
Kenneth Graunke
663b2e9a92 nir: Add a "compact array" flag and IO lowering code.
Certain built-in arrays, such as gl_ClipDistance[], gl_CullDistance[],
gl_TessLevelInner[], and gl_TessLevelOuter[] are specified as scalar
arrays.  Normal scalar arrays are sparse - each array element usually
occupies a whole vec4 slot.  However, most hardware assumes these
built-in arrays are tightly packed.

The new var->data.compact flag indicates that a scalar array should
be tightly packed, so a float[4] array would take up a single vec4
slot, and a float[8] array would take up two slots.

They are still arrays, not vec4s, however.  nir_lower_io will generate
intrinsics using ARB_enhanced_layouts style component qualifiers.

v2: Add nir_validate code to enforce type restrictions.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-11-22 00:29:23 -08:00