Commit Graph

21 Commits

Author SHA1 Message Date
Marek Olšák
43d66c8c2d mesa: include mtypes.h less
- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h

v2: fix radv build

Reviewed-by: Brian Paul <brianp@vmware.com>
2018-04-12 19:31:30 -04:00
Ian Romanick
24e78d99db glsl: Refactor matrix stride calculation into a utility function
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2017-11-08 18:37:29 -08:00
Ian Romanick
ae1fd09c1d glsl: Remove program_resource_visitor::visit_field(const glsl_struct_field *)
I could not find any remaining users.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-11-08 18:37:29 -08:00
Timothy Arceri
4c2422067b glsl: pass UseSTD430AsDefaultPacking to where it will be used
Here we also make use of the UseSTD430AsDefaultPacking constant
and call the new get_internal_ifc_packing() helper.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-08-22 11:29:27 +10:00
Samuel Pitoiset
862361c4f5 glsl: get rid of values_for_type()
This function is actually a wrapper for component_slots()
and it always returns 1 (or N) for samplers. Since
component_slots() now return 1 for samplers, it can go.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-04-21 10:08:32 +02:00
Emil Velikov
b08aee305e glsl: consistently use ifndef guards over pragma once
Through the glsl headers we had an odd mix of guards be that
"ifndef", "pragma once" neither or both.

Simplify things by using the more common ones (ifndef) and annotating
all the sources, barring the generated builting header -
builtin_int64.h.

The final header - udivmod64.h - is [seemingly] unused and on its way
out (patch purge it is on the mailing list).

Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Vedran Miletić <vedran@miletic.net>
Acked-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
2017-03-22 16:55:22 +00:00
Timothy Arceri
49f3439089 glsl: make uniform values helper available for use elsewhere
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-02-17 11:18:43 +11:00
Timothy Arceri
62f718bfcb glsl: store number of explicit uniform loactions in gl_shader_program
This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-19 15:55:02 +11:00
Ian Romanick
9788b3b6f3 glsl/linker: Allow link_intrastage_shaders when there is no main()
This enables a sort of par-linking.  The primary use for this feature is
resolving built-in functions in the stand-alone compiler.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-11-10 14:30:49 -08:00
Ian Romanick
cbba5e13ac linker: Remove unnecessary overload of program_resource_visitor::visit_field
It looks like I added this version as a short-hand for users that didn't
need the fuller version.  I don't think there's any real utility in
that.  I'm not sure what my thinking was there.  Maybe if those users
overloaded the recursion function could just call the compact version to
avoid passing some parameters?  None of the users do that.

Either way, having this extra overload is not useful.  Delete it.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-11-10 10:57:46 -08:00
Timothy Arceri
386045a3df glsl: remove tabs from linker.{cpp,h}
Acked-by: Dave Airlie <airlied@redhat.com>
2016-09-29 11:06:12 +10:00
Timothy Arceri
ab67b6afdf glsl: move some uniform linking code to new link_setup_uniform_remap_tables()
This makes link_assign_uniform_locations() easier to follow.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-09-27 11:29:05 +10:00
Timothy Arceri
549b9b12fc glsl: mark link_uniform_blocks_are_compatible() as static
Missed this when doing 6d1a59d15b.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-07-05 20:18:05 +10:00
Timothy Arceri
32c410d2df glsl: simplify link_uniform_blocks()
There is only ever one shader so simplify the input params.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-06-30 16:51:25 +10:00
Timothy Arceri
1fb8c6df88 glsl/mesa: split gl_shader in two
There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.

The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.

We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.

Acked-by: Iago Toral Quiroga <itoral@igalia.com>
2016-06-30 16:51:25 +10:00
Dave Airlie
78659ade40 glsl: use enum glsl_interface_packing in more places. (v2)
Although the glsl_types.h stores this in a bitfield,
we should hide that from everyone else. Hide the cast
in an accessor method and use the enum everywhere.

This makes things a bit nicer in gdb, and improves type
safety.

v2: fix a few pieces of interface I missed that caused some
piglit regressions.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-06-06 15:58:37 +10:00
Timothy Arceri
f1293b2f9b glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.

A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:24 +10:00
Timothy Arceri
8765a9e0fe glsl: generate named interface block names correctly
Firstly this updates the named interface lowering pass to store the
interface without the arrays removed.

Note we need to remove the arrays in the interface/varying matching
code to not regress things but in future this should be fixed
futher as it would seem we currently successfully match interface
blocks with differnt array sizes.

Since we now know if the interface was an array we can reduce the
IR flags from_named_ifc_block_array and from_named_ifc_block_nonarray
to just from_named_ifc_block.

Next rather than having a different code path for named interface
blocks in program_resource_visitor we just make use of the one used
by UBOs this allows us to now handle arrays of arrays correctly.

Finally we add a new param to the recursion function
named_ifc_member this is because we only want to process a single
member at a time. Note that this is also the glsl_struct_field
from the original ifc type before lowering rather than the type
from the lowered variable. This fixes a bug in Mesa where we would
generate the names like WithInstArray[0].g[0][0] when it should be
WithInstArray[0].g[0] for the following interface.

   out WithInstArray {
      float g[3];
   } instArray[2];

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:49:47 +11:00
Timothy Arceri
96527c3cf2 glsl: copy explicit offset to uniform storage
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:44 +11:00
Plamena Manolova
65dfb3048e compiler/glsl: Fix uniform location counting.
This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.

Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.

Patch is based on earlier patch with following changes/additions:

   1: Move the counting of explicit locations to
      check_explicit_uniform_locations and then pass
      the number to link_assign_uniform_locations.
   2: Count the number of empty slots in UniformRemapTable
      and store them in a list_head.
   3: Try to find an empty slot for implicit locations from
      the list, if that fails resize UniformRemapTable.

Fixes following CTS tests:
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
2016-02-18 11:53:35 +02:00
Emil Velikov
eb63640c1d glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-26 16:08:33 +00:00