Commit Graph

5452 Commits

Author SHA1 Message Date
Kenneth Graunke
ea9fa5ff05 glcpp: Remove empty mid-rule action which changes test behavior.
Apparently this causes a slight difference in the parser's token
expectations, leading to a different error message.

It seems harmless, but I wanted to be cautious and separate it out.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-07 23:02:05 -08:00
Kenneth Graunke
e816c8b54a glcpp: Clean up most empty mid-rule actions left by previous commit.
I didn't want to pollute the previous patch with all the $4 -> $3
changes.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-07 23:02:03 -08:00
Kenneth Graunke
639bbe3cb4 glcpp: Delete unnecessary implicit version resolves.
We now have a bigger hammer.  The HASH_TOKEN NEWLINE rule still needs
to exist to ensure the 146-version-hash-first.c test still passes.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-07 23:02:01 -08:00
Kenneth Graunke
07ec67d85c glcpp: Implicitly resolve version after the first non-space/hash token.
We resolved the implicit version directive when processing control lines,
such as #ifdef, to ensure any built-in macros exist.  However, we failed
to resolve it when handling ordinary text.

For example,

        int x = __VERSION__;

should resolve __VERSION__ to 110, but since we never resolved the implicit
version, none of the built-in macros exist, so it was left as is.

This also meant we allowed the following shader to slop through:

        123
        #version 120

Nothing would cause the implicit version to take effect, so when we saw
the #version directive, we thought everything was peachy.

This patch makes the lexer's per-token action resolve the implicit
version on the first non-space/newline/hash token that isn't part of
a #version directive, fulfilling the GLSL language spec:

"The #version directive must occur in a shader before anything else,
 except for comments and white space."

Because we emit #version as HASH_TOKEN then VERSION_TOKEN, we have to
allow HASH_TOKEN to slop through as well, so we don't resolve the
implicit version as soon as we see the # character.  However, this is
fine, because the parser's HASH_TOKEN NEWLINE rule does resolve the
version, disallowing cases like:

        #
        #version 120

This patch also adds the above shaders as new glcpp tests.

Fixes dEQP-GLES2.functional.shaders.preprocessor.predefined_macros.
{gl_es_1_vertex,gl_es_1_fragment}.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-07 23:01:43 -08:00
Kenneth Graunke
af41c0b7e0 glsl: Add function parameters to the parser symbol table.
In a shader such as:

    struct S { float f; }
    float identity(float S) { return S; }

we would think that "S" in "return S" referred to a structure, even
though it's shadowed by the "float S" parameter in the inner struct.

This led to the parser's grammar seeing TYPE_IDENTIFIER and getting
confused.

Fixes dEQP-GLES2.functional.shaders.scoping.valid.
function_parameter_hides_struct_type_{vertex,fragment}.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-03-07 14:09:55 -08:00
Kenneth Graunke
c4960068d5 glsl: Add single declaration variables to the symbol table too.
The lexer/parser use a symbol table to classify identifiers as
variables, functions, or structure types.

For some reason, we neglected to add variables in simple declarations
such as

    int x = 5;

but did add subsequent variables in multi-declarations:

    int x = 5, y = 6; // y gets added, but not x, for some reason

Fixes four dEQP-GLES2.functional.shaders.scoping.valid subcases:
- local_int_variable_hides_struct_type_vertex
- local_int_variable_hides_struct_type_fragment
- local_struct_variable_hides_struct_type_vertex
- local_struct_variable_hides_struct_type_fragment

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-03-07 14:09:31 -08:00
Ilia Mirkin
f6827e20d1 glsl: avoid stack smashing when there are too many attributes
This fixes a crash in

dEQP-GLES3.functional.transform_feedback.array_element.separate.points.lowp_mat3x2

and likely others. The vertex shader has > 16 input variables (without
explicit locations), which causes us to index outside of the to_assign
array.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
2016-03-07 00:36:08 -05:00
Timothy Arceri
31943e6ba5 glsl: replace remaining tabs in link_varyings.cpp
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2016-03-05 20:50:10 +11:00
Timothy Arceri
e2415e8467 glsl: replace remaining tabs in link_uniforms.cpp
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2016-03-05 20:50:05 +11:00
Timothy Arceri
037f68d81e glsl: apply align layout qualifier rules to block offsets
From Section 4.4.5 (Uniform and Shader Storage Block Layout
Qualifiers) of the OpenGL 4.50 spec:

  "The align qualifier makes the start of each block member have a
  minimum byte alignment.  It does not affect the internal layout
  within each member, which will still follow the std140 or std430
  rules. The specified alignment must be a power of 2, or a
  compile-time error results.

  The actual alignment of a member will be the greater of the
  specified align alignment and the standard (e.g., std140) base
  alignment for the member's type. The actual offset of a member is
  computed as follows: If offset was declared, start with that
  offset, otherwise start with the next available offset. If the
  resulting offset is not a multiple of the actual alignment,
  increase it to the first offset that is a multiple of the actual
  alignment. This results in the actual offset the member will have.

  When align is applied to an array, it affects only the start of
  the array, not the array's internal stride. Both an offset and an
  align qualifier can be specified on a declaration.

  The align qualifier, when used on a block, has the same effect as
  qualifying each member with the same align value as declared on
  the block, and gets the same compile-time results and errors as if
  this had been done. As described in general earlier, an individual
  member can specify its own align, which overrides the block-level
  align, but just for that member.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:39:07 +11:00
Timothy Arceri
5a27fefffe glsl: parse align layout qualifier
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:39:01 +11:00
Timothy Arceri
802262c0af glsl: use explicit offset when lowering buffer access
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:49 +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
Timothy Arceri
e12a49ac12 glsl: update comment on offset field
The old comment was for the location not the offset, we now use
the field for block members so mention that also.

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:39 +11:00
Timothy Arceri
9f24f42c49 glsl: add offset to glsl interface type
In this patch we also copy the offset value from the ast and
implement offset linking rules by adding it to the record_compare()
function.

From Section 4.4.5 (Uniform and Shader Storage Block Layout Qualifiers)
of the GLSL 4.50 spec:

   "Two blocks linked together in the same program with the same block
   name must have the exact same set of members qualified with
   offset and their integral-constant-expression values must be the
   same, or a link-time error results."

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:34 +11:00
Timothy Arceri
8abed7f185 glsl: apply compile-time rules for the offset layout qualifier
This implements the rules for the offset qualifier on block members.

From Section 4.4.5 (Uniform and Shader Storage Block Layout Qualifiers)
of the GLSL 4.50 spec:

   "The offset qualifier can only be used on block members of blocks
   declared with std140 or std430 layouts."

   ...

   "It is a compile-time error to specify an offset that is smaller than
   the offset of the previous member in the block or that lies within the
   previous member of the block."

   ...

   "The specified offset must be a multiple of the base alignment of the
   type of the block member it qualifies, or a compile-time error results."

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:30 +11:00
Timothy Arceri
6f45484ac7 glsl: enable offset layout qualifier for ARB_enhanced_layouts
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:26 +11:00
Timothy Arceri
1824ff1c2a glsl: reject invalid input layout qualifiers
Global in validation is already handled, this will do the validation
for variables, blocks and block members.

This fixes some CTS tests for the new enhanced layouts transform
feedback qualifiers.

V2: add some more valid input flags
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:09 +11:00
Timothy Arceri
bd53cc7b45 glsl: only apply default stream to output blocks
This is needed to allow invalid qualifier checks on inputs.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:04 +11:00
Timothy Arceri
78d3098c05 glsl: rework parsing of blocks
Previously interface blocks were giving the global default flags of
uniform blocks. This meant we could not check for invalid qualifiers
on interface blocks because they always contained invalid flags.

This changes parsing so that interface blocks now get an empty
set of layouts.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:07:00 +11:00
Timothy Arceri
d244986bf2 glsl: don't apply uniform/buffer layouts to interface blocks
If the following patch we will stop setting these layouts by default
on interface blocks, so we need to do this to avoid hitting the
assert.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-03-05 19:06:56 +11:00
Matt Turner
905ff86198 nir: Recognize open-coded extract_u16.
No shader-db changes, but does recognize some extract_u16 which enables
the next patch to optimize some code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-03-04 11:52:34 -08:00
Matt Turner
76289fbfa8 nir: Recognize open-coded extract_u8.
Two shaders that appear in Unigine benchmarks (Heaven and Valley) unpack
three bytes from an integer and convert each into a float:

   float((val >> 16u) & 0xffu)
   float((val >>  8u) & 0xffu)
   float((val >>  0u) & 0xffu)

Instead of shifting, masking, and type converting like this:

   shr(8)          g15<1>UD        g25<8,8,1>UD    0x00000010UD
   and(8)          g16<1>UD        g15<8,8,1>UD    0x000000ffUD
   mov(8)          g17<1>F         g16<8,8,1>UD

   shr(8)          g18<1>UD        g25<8,8,1>UD    0x00000008UD
   and(8)          g19<1>UD        g18<8,8,1>UD    0x000000ffUD
   mov(8)          g20<1>F         g19<8,8,1>UD

   and(8)          g21<1>UD        g25<8,8,1>UD    0x000000ffUD
   mov(8)          g22<1>F         g21<8,8,1>UD

i965 can simply extract a byte and convert to float in a single
instruction:

   mov(8)          g17<1>F         g25.2<32,8,4>UB
   mov(8)          g20<1>F         g25.1<32,8,4>UB
   mov(8)          g22<1>F         g25.0<32,8,4>UB

This patch implements the first step: recognizing byte extraction. A
later patch will optimize out the conversion to float.

   instructions in affected programs: 28568 -> 27450 (-3.91%)
   helped: 7

   cycles in affected programs: 210076 -> 203144 (-3.30%)
   helped: 7

This patch decreases the number of instructions in the two Unigine
programs by:

 #1721: 4520 -> 4374 instructions (-3.23%)
 #1706: 3752 -> 3582 instructions (-4.53%)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-03-04 11:52:34 -08:00
Francisco Jerez
a6046d217d glsl: Improve the accuracy of the acos() approximation.
The adjusted polynomial coefficients come from the numerical
minimization of the L2 norm of the relative error.  The old
coefficients would give a maximum relative error of about 15000 ULP in
the neighborhood around acos(x) = 0, the new ones give a relative
error bounded by less than 2000 ULP in the same neighborhood.

Fixes four dEQP subtests:
dEQP-GLES31.functional.shaders.builtin_functions.precision.acos.
highp_compute.{scalar,vec2,vec3,vec4}

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2016-03-03 21:31:22 -08:00
Kenneth Graunke
2795fbcae3 glsl: Parameterize asin_expr() on the fit coefficients.
This will allow us to share the implementation while using different
polynomials for asin() and acos().

Francisco Jerez did this in the SPIR-V front-end; I'm merely porting
his idea to the GLSL world.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2016-03-03 21:31:22 -08:00
Iago Toral Quiroga
283c8372cb glsl/opt_array_splitting: Fix indentation
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-03-03 09:12:41 +01:00
Iago Toral Quiroga
4a60002424 glsl/opt_array_splitting: Fix crash when doing array indexing into other arrays
When we find indirect indexing into an array, the current implementation
of the array spliiting optimization pass does not look further into the
expression tree. However, if the variable expression involves variable
indexing into other arrays, we can miss that these other arrays also have
variable indexing. If that happens, the pass will crash later on after
hitting an assertion put there to ensure that split arrays are in fact
always indexed via constants:

shader_runner: opt_array_splitting.cpp:296:
void ir_array_splitting_visitor::split_deref(ir_dereference**): Assertion `constant' failed.

This patch fixes the problem by letting the pass step into the variable
index expression to identify these cases properly.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89607
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-03-03 09:02:30 +01:00
Timothy Arceri
2eec41f6f1 glsl: replace remaining tabs in ir_builder.cpp
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2016-03-03 11:25:57 +11:00
Kenneth Graunke
89e421369c Merge remote-tracking branch 'origin/master' into vulkan 2016-03-01 17:11:29 -08:00
Matt Turner
f3b68fc5fc glsl: Initialize gl_shader_program::EmptyUniformLocations.
Commit 65dfb30 added exec_list EmptyUniformLocations, but only
initialized the list if ARB_explicit_uniform_location was enabled,
leading to crashes if the extension was not available.

Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-03-01 11:41:29 -08:00
Rob Herring
a2f16db19b Android: glsl: fix dependence on YACC_HEADER_SUFFIX from build system
The makefile was implicitly picking up YACC_HEADER_SUFFIX from the Android
build system, but this variable is now gone. Add it locally to fix the
build with AOSP master.

Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-02-29 10:51:44 +00:00
Rob Herring
574a92b048 Android: fix build break from nir/glsl move to compiler/
Commits a39a8fbbaa ("nir: move to compiler/") and eb63640c1d
("glsl: move to compiler/") broke Android builds. Fix them.

There is also a missing dependency between generated NIR headers and
several libraries. This isn't a new issue, but seems to have been
exposed by the NIR move.

Built with i915, i965, freedreno, r300g, r600g, vc4, and virgl enabled.

Cc: "11.2" <mesa-stable@lists.freedesktop.org>
Cc: Mauro Rossi <issor.oruam@gmail.com>
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
2016-02-29 10:51:44 +00:00
Kristian Høgsberg Kristensen
b00b42d99b nir/spirv: Use the new bare sampler type 2016-02-28 11:24:05 -08:00
Ilia Mirkin
e2dce1a340 mesa: add GL_OES_gpu_shader5 and GL_EXT_gpu_shader5 support
The two extensions are identical, and are largely taking bits of already
existing desktop functionality. We continue to do a poor job of
supporting the 'precise' keyword, just like we do on desktop.

This passes the relevant dEQP tests that I could find.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-02-27 00:08:28 -05:00
Matt Turner
3da789f1e9 glsl: Consider ubo_load to be a horizontal operation.
Unclear to me whether it actually is a horizontal operation that cannot
be vectorized, but the fact that i965 generates the same code in either
case makes me less interested in finding out.

Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94199
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-25 10:50:34 -08:00
Andres Gomez
d1509a5848 glsl/ast: Implicit conversion from double to float is not allowed
Also, renamed get_conversion_operation to avoid
future misunderstandings.

Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-25 13:10:50 +01:00
Ian Romanick
9d9aeb91b1 glsl: Detect do-while-false loops and unroll them
Previously loops like

   do {
      // ...
   } while (false);

that did not have any other loop-branch instructions would not be
unrolled.  This is commonly used to wrap multiline preprocessor macros.

This produces IR like

    (loop (
       ...
       break
    ))

Since limiting_terminator was NULL, the loop unroller would
throw up its hands and say, "I don't know how many iterations.  How
can I unroll this?"

We can detect this another way.  If there is no limiting_terminator
and the only loop-branch is a break as the last IR, there's only one
iteration.

On my very old checkout of shader-db, this removes a loop from Orbital
Explorer, but it does not otherwise affect the shader.  The loop removed
is the one the compiler inserts surrounding the switch statement.

This change does prevent some seriously bad code generation in some
patches to meta shaders that I recently sent out for review.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-02-24 18:43:40 -08:00
Kristian Høgsberg Kristensen
59f5728995 Merge remote-tracking branch 'origin/master' into vulkan 2016-02-24 13:04:54 -08:00
Jason Ekstrand
c9564fd598 nir/spirv: Allow but warn for a few capabilities
Unfortunately, glslang gives us cull/clip distance and GS streams even if
the shader doesn't use it whenever a shader is declared as version 450.
This is a glslang bug, but we can easily enough ignore it for now.
2016-02-23 22:07:25 -08:00
Jason Ekstrand
040355b688 nir/spirv: Add more capabilities 2016-02-23 21:01:00 -08:00
Francisco Jerez
81c16a2dab glsl: Implement the required built-in functions when OES_shader_image_atomic is enabled.
This is basically just the same atomic functions exposed by
ARB_shader_image_load_store, with one exception:

    "highp float imageAtomicExchange(
         coherent IMAGE_PARAMS,
         float data);"

There's no float atomic exchange overload in the original
ARB_shader_image_load_store or GL 4.2, so this seems like new
functionality that requires specific back-end support and a separate
availability condition in the built-in function generator.

v2: Move image availability predicate logic into a separate static
    function for clarity.  Had to pull out the image_function_flags
    enum from the builtin_builder class for that to be possible.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-02-22 19:56:54 -08:00
Francisco Jerez
be125af95e glsl: Add usual extension boilerplate for OES_shader_image_atomic.
v2: No need for extension enable bits (Ilia).

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-02-22 19:56:35 -08:00
Jason Ekstrand
f49ba0f7d8 nir/spirv: Add support for multisampled textures 2016-02-21 22:02:38 -08:00
Iago Toral Quiroga
72794b0bd9 glsl: fix emit_inline_matrix_constructor for doubles
Specifically, for the case where we initialize a dmat with a source
matrix that has fewer columns/rows.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-19 14:16:05 +01:00
Iago Toral Quiroga
d1617b4088 glsl: Mark float constants as such
So we don't generate double to float conversion code

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-19 14:16:05 +01:00
Iago Toral Quiroga
ad22886ef1 glsl: fix indentation in emit_inline_matrix_constructor
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-02-19 14:16:05 +01:00
Rob Clark
04ad05c987 glsl: fix standalone compiler
Need to set some non-zero limits for MaxCombinedUniformComponents,
otherwise we hit an "Too many <type> shader uniform components" error
in the linker.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-02-19 08:02:02 -05:00
Rob Clark
b01575ec99 glsl: fix new gcc6 warnings
src/compiler/glsl/lower_discard_flow.cpp:79:1: warning: ‘ir_visitor_status {anonymous}::lower_discard_flow_visitor::visit_enter(ir_loop_jump*)’ defined but not used [-Wunused-function]
 lower_discard_flow_visitor::visit_enter(ir_loop_jump *ir)
 ^~~~~~~~~~~~~~~~~~~~~~~~~~

The base class method that was intended to be overridden was
'visit(ir_loop_jump *ir)', not visit_enter().

Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-02-18 17:10:55 -05:00
Rob Clark
e93caca071 glsl: fix new gcc6 warnings
src/compiler/glsl/ast_to_hir.cpp: In function ‘unsigned int ast_process_struct_or_iface_block_members(exec_list*, _mesa_glsl_parse_state*, exec_list*, glsl_struct_field**, bool, glsl_matrix_layout, bool, ir_variable_mode, ast_type_qualifier*,
unsigned int, unsigned int)’:
src/compiler/glsl/ast_to_hir.cpp:6339:52: warning: ‘first_member_has_explicit_location’ may be used uninitialized in this function [-Wmaybe-uninitialized]
             if (!layout->flags.q.explicit_location &&
                 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~
                 ((first_member_has_explicit_location &&
                 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                   !qual->flags.q.explicit_location) ||
                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                  (!first_member_has_explicit_location &&
                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                   qual->flags.q.explicit_location))) {
                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-02-18 17:10:55 -05:00
Kenneth Graunke
1c694a6c20 glcpp: Disallow "defined" as a macro name.
Both GCC and Clang disallow this, and glslang has recently started
disallowing it as well.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94188
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-02-18 13:38:50 -08:00