Commit Graph

743 Commits

Author SHA1 Message Date
Kenneth Graunke
6aa5cb34d0 glsl: Create and use a new ir_variable::count_attribute_slots() wrapper.
This wraps glsl_type::count_attribute_slots(), but will soon contain a
couple of overrides for a couple of GLSL built-ins variables.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2017-01-06 15:55:25 -08:00
Timothy Arceri
076ab157ff st/mesa/glsl: move SamplerTargets to gl_program
This will help allow us to simplify the handling of samplers by
storing them in a single location rather than duplicating them in
both gl_linked_shader and gl_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
937523971f st/mesa/glsl: set SamplersUsed directly in gl_program
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
53a509723f mesa/glsl: set sampler units directly in gl_program
Now that we create gl_program earlier there is no need to mess about
copying things to gl_linked_shader then to gl_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
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
5ceedefd6c mesa/glsl: remove hack to reset sampler units to zero
Now that we have the is_arb_asm flag we can just skip the
initialisation.

V2: remove hack from standalone compiler where it was never
needed since it only compiles glsl shaders.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
f584f38214 st/mesa/glsl: add new is_arb_asm flag in gl_program
Set the flag via the _mesa_init_gl_program() and NewProgram()
helpers.

In i965 we currently check for the existance of gl_shader_program
to decide if this is an ARB assembly style program or not.

Adding a flag makes the code clearer and will help removes a
dependency on gl_shader_program in the i965 codegen functions.

Also this will allow use to skip initialising sampler units for
linked shaders, we currently memset it to zero again during linking.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-06 11:21:42 +11:00
Timothy Arceri
f5bc127b2f st/mesa/glsl/i965: move ShaderStorageBlocks to gl_program
Having it here rather than in gl_linked_shader allows us to simplify
the code.

Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:41 +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
0e7eec1ab5 st/mesa/glsl/i965: move per stage UniformBlocks to gl_program
This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.

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
Timothy Arceri
a1da57c19c st/mesa/glsl/i965: move ImageUnits and ImageAccess fields to gl_program
Having it here rather than in gl_linked_shader allows us to simplify
the code.

Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.

We drop the memset on ImageUnits because gl_program is already
created using rzalloc().

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
2017-01-06 11:21:40 +11:00
Marek Olšák
0a5018c1a4 mesa: add gl_constants::GLSLOptimizeConservatively
to reduce the amount of GLSL optimizations for drivers that can do better.

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Marek Olšák
d3cb79e043 glsl: run do_lower_jumps properly in do_common_optimizations
so that backends don't have to run it manually

Reviewed-by: Eric Anholt <eric@anholt.net>
2017-01-05 13:07:12 +01:00
Carl Worth
3fbdac28d5 glcpp: Remove illegal characters from tests
Some of the existing tests were using '@' and '"' incidentally within the test
body. Neither of these characters are actually legal for GLSL. And since we
are planning to start generating errors for illegal characters, we need to
first make the test suite clean.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
5363518705 glcpp: Exhaustively test all legal characters in GLSL
Here, each legal character (as defined by GLSL Language Specification version
4.30.6, section 3.1) appears at least once in the input file. Obviously,
characters with special meaning (like '#' and '\') aren't treated exhaustively
with respect to all their possible uses. We have many other tests for that.

Here, we're simply ensuring that the test suite sees every legal character at
least once.

v2 (by Ken): Fix expectations, move to src/compiler, renumber tests.

   Carl's .expected:            Updated .expected:

   ..                           ..

   . .                          . .
   . .                          . .
   . .                          . .
   . .                          . .
   .                            ..
   .                            .
   .                            .
   .

(For some reason, the original test expected ".." to produce two lines.
glcpp, cpp, and mcpp all follow my updated behavior, so I believe it to
be correct.)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
16b480547f glcpp: Allow vertical tab and form feed characters in GLSL
Of course, these aren't really useful for anything, but the GLSL language
specification does allow them:

	The source character set used for the OpenGL shading languages,
	outside of comments, is a subset of UTF-8. It includes the following
	characters:
	...

	White space: the space character, horizontal tab, vertical tab, form
	feed, carriage-return, and line- feed.

	[GLSL Language Specification 4.30.6, section 3.1]

So treat vertical tab ('\v' or ^K) and form-feed ('\f' or ^L) as horizontal
space characters.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Carl Worth
6c8762400d glcpp: Add testing for no space between macro name and replacement list
GCC's preprocessor accepts a macro definition where there is no space between
the macro's identifier name and the replacementlist. (GCC does emit a "missing
space" warning that we don't, but that's fine.)

This is an exhaustive test that verifies that all legal GLSL characters that
could possibly be interpreted as separating the macro name from the
replacement list are interpreted as such. So the testing here includes all
valid GLSL symbols except for:

  * Characters that can be part of an identifier (a-z, A-Z, 0-9, _)

  * Backslash, (allowed only as line continuation)

  * Hash, (allowed only to introduce pre-processor directive, or as part of a
           paste operator in a replacement list---but not as first token of
           replacement list)

  * Space characters (since the point of the testing is to have missing space)

  * Left parenthesis (which would indicate a function-like macro)

v2 (Ken): Move to src/compiler, renumber tests.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-01-04 14:40:48 -08:00
Kenneth Graunke
bc7f1eddbd glsl: Update ES 3.2 shader output restrictions.
This disallows fancy varyings in tessellation and geometry shaders,
as required by ES 3.2.

Fixes:
dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_array_of_structs
dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_structs_containing_arrays

(Not a candidate for stable branches as it only disallows things which
should be working as desktop GL allows them.)

v2: Update error messages to not say "vertex shader" (caught by Iago).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2017-01-02 14:10:50 -08:00
Timothy Arceri
68245aa6f5 glsl/mesa: add reference to gl_shader_program_data from gl_program
We also add the stubs for the standalone compiler in this change.

By adding a reference here we can now refactor some code to use
gl_program where we were previously awkwardly using gl_shader_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-31 09:48:51 +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
194537ebe4 mesa/glsl/i965: remove Driver.NewShader()
After removing brw_shader in the previous commit this is no longer
needed.

V2: remove use in src/compiler/glsl/test_optpass.cpp

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:17 +11:00
Timothy Arceri
8417bf528e mesa/glsl: move BlendSupport bitfield to gl_program
This will let us to make _CurrentFragmentProgram a gl_program pointer
allowing for simpilifications to be made.

We also need to add a field to gl_shader to hold it during parsing.

In gl_program we put it inside a union in anticipation of moving
more fields here that can be only fs or vertex stage fields.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
700bc94dce mesa/glsl: move LinkedTransformFeedback from gl_shader_program to gl_program
This will help allow us to store gl_program in the CurrentProgram array rather
than gl_shader_program which will allow a bunch of simplifications.

Note that we make LinkedTransformFeedback a pointer so we don't waste
memory creating a struct for each stage. We also store a pointer to
the gl_program that will contain the pointer in gl_shader_program so
we can get easy access to the correct stage.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Timothy Arceri
29d70f5de9 mesa: move _Used to gl_program
We no longer need to initialise it because gl_program is never reused.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
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
Timothy Arceri
41dd6c3539 mesa/glsl: move subroutine metadata to gl_program
This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.

Reviewed-by: Eric Anholt <eric@anholt.net>
2016-12-30 10:57:16 +11:00
Ian Romanick
15c8f322ca glsl: Eliminate the open-coded version of process_block_array_leaf
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-12-21 10:24:45 -08:00
Kenneth Graunke
62b8bcda1c glsl: Use ir_var_temporary when generating inline functions.
We were using ir_var_auto for the inlined function parameter variables,
which is wrong, as it suggests that those are real variables declared
by the program.

Normally this doesn't matter.  However, if you called built-ins at
global scope, it would pollute the global variable namespace with
these new parameter temporaries.  If the shader already had variables
with those names, the linker might see contradictory global variable
declarations and raise an error.

Making them temporaries indicates that these are just things generated
by the compiler internally.  This avoids confusing the linker.

Fixes a new Piglit test: glsl-fs-multiple-builtins.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99154
Reported-by: Niels Ole Salscheider <niels_ole@salscheider-online.de>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-12-20 11:41:29 -08:00
Dave Airlie
ab8ea1b3d4 glsl: allow invariant on fragment shader outputs.
From page 27 (page 33 of the PDF) of the GLSL 1.20 spec:

    " Only variables output from a vertex shader can be candidates for
      invariance."

But this later changes to:

From page 37 (page 43 of the PDF) of the GLSL 1.30 spec:

    " Only variables output from a shader can be candidates for
      invariance."

We can also find:

From page 37 (page 43 of the PDF) of the GLSL 1.30 spec:

    " Initially, by default, all output variables are allowed to be
      variant. To force all output variables to be invariant, use the
      pragma

        #pragma STDGL invariant(all)

      before all declarations in a shader. If this pragma is used after
      the declaration of any variables or functions, then the set of
      outputs that behave as invariant is undefined. It is an error to
      use this pragma in a fragment shader."

But this needs to be corrected and it is being addressed at:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16140

Fixes GL45-CTS.shading_language_420pack.qualifier_order.

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
2016-12-20 11:44:34 +02:00
Ian Romanick
8bfe397974 glsl: Silence "unused parameter" warnings in ast_type.cpp
glsl/ast_type.cpp: In function ‘bool validate_point_mode(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’:
glsl/ast_type.cpp:173:30: warning: unused parameter ‘loc’ [-Wunused-parameter]
 validate_point_mode(YYLTYPE *loc,
                              ^~~
glsl/ast_type.cpp:174:45: warning: unused parameter ‘state’ [-Wunused-parameter]
                     _mesa_glsl_parse_state *state,
                                             ^~~~~

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
d7aee96cc6 glsl: Trivial whitespace fixes in link_uniforms.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
dd4fada6cd glsl: Silence unused parameter warning in propagate_invariance.cpp
glsl/propagate_invariance.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_invariance_propagation_visitor::visit_leave(ir_assignment*)’:
glsl/propagate_invariance.cpp:86:63: warning: unused parameter ‘ir’ [-Wunused-parameter]
 ir_invariance_propagation_visitor::visit_leave(ir_assignment *ir)
                                                               ^~

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:44 -08:00
Ian Romanick
88cc9484f8 glsl: Minor formatting fixes in link_uniform_blocks.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
296407990b glsl: Fix all the whitespace errors in link_uniform_block_active_visitor.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
ceea514d91 linker: Accurately mark a uniform block instance array element as used in a stage
Now that information about which array-of-arrays elements are accessed
is tracked, use that information to only mark an instance array element
as used-by-stage if, in fact, it is.

Fixes GL45-CTS.program_interface_query.uniform-block-types.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
d32956935e glsl: Walk a list of ir_dereference_array to mark array elements as accessed
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
e92935089b glsl: Mark a set of array elements as accessed using a list of array_deref_range
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
8d499f60c8 glsl: Add structures to track accessed elements of a single array
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
b7053b80f2 glsl: Add tracking for elements of an array-of-arrays that have been accessed
If there's a better way to provide access to ir_array_refcount_entry
private members to the test functions, I am very interested to know
about it.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: Francisco Jerez <currojerez@riseup.net>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
5085b64031 glsl: Use simpler visitor to determine which UBO and SSBO blocks are used
Very soon this visitor will get more complicated.  The users of the
existing ir_variable_refcount visitor won't need the coming
functionality, and this use doesn't need much of the functionality of
ir_variable_refcount.

v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so
don't check it.  Suggested by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:43 -08:00
Ian Romanick
d56bd07bb3 glsl: Track the linearized array index for each UBO instance array element
v2: Set linearizer_array_index in process_block_array_leaf.  Suggested
by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:55:37 -08:00
Ian Romanick
300de78ab1 glsl: Fix wonkey indentation left from previous commit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:54:38 -08:00
Ian Romanick
8862fefba0 glsl: Split process_block_array into two functions
One for the array parts and one for the leaf members.  This will
simplify later changes.

The indentation is wonkey after this patch.  This was done to make it
more obvious that the function is just getting split.  The next patch
will fix the indentation.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-19 15:54:38 -08:00
Kenneth Graunke
4c4d9e4f03 glsl: Fix program interface queries relating to interface blocks.
This fixes 555 dEQP tests (using the nougat-cts-dev branch), Piglit's
arb_program_interface_query/arb_program_interface_query-resource-query,
and GL45-CTS.program_interface_query.separate-programs-{tess-control,
tess-eval,geometry}.  Only one dEQP program interface failure remains.

I would have liked to split this up into several distinct changes, but
I wasn't sure how to do that given thet tangled nature of these issues.

So, the issues:

   * We need to treat interface blocks declared as an array of instances
     as a single block - removing the outer array.  The resource list
     entry's name should not include the array length.  Properties such
     as GL_ARRAY_SIZE should refer to the variable inside the block, not
     the interface block's array properties.

   * We need to do this prefixing even for structure variables.

   * We need to do this for built-ins (such as gl_PerVertex.gl_Position).

   * After interface array unwrapping, any variable which is an array
     should have [0] appended.  It doesn't matter if it's a TCS/TES/GS
     input or TCS output - that looked like an attempt to unwrap for
     per-vertex variables, but that didn't consider per-patch variables,
     and as far as I can tell there's nothing to justify this.

Several Mesa developers have suggested that Issue 16 contradicts the
main specification, but I believe that it doesn't - the main spec just
isn't terribly clear.  The main ARB_program_interface query spec says:

  "* For an active interface block not declared as an array of block
     instances, a single entry will be generated, using the block name from
     the shader source.

   * For an active interface block declared as an array of instances,
     separate entries will be generated for each active instance.  The name
     of the instance is formed by concatenating the block name, the "["
     character, an integer identifying the instance number, and the "]"
     character."

Issue 16 says that built-ins should be named "gl_PerVertex.gl_Position",
but several people suggested the second bullet above means that it
should be named "gl_PerVertex[array length].gl_Position".

There are two important things to note.  Those bullet points say
"an active interface block", while the others say "variable" or "active
shader storage block member".  They also don't mention applying the
rules recursively (unlike the other bullets).  Both suggest that
these rules apply to blocks themselves, not members of blocks.

In fact, for GL_UNIFORM_BLOCK queries, we do have "block[0]",
"block[1]", ... resource list entries - so those rules are real,
and actually used.  So if they don't apply to block members, then how
should members be named?  Unfortunately, I don't see any rules outside
of issue 16 - where the rationale is very unclear.  I hope to clarify
the spec in the future.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-12-19 15:43:09 -08:00
Kenneth Graunke
ad6d1d70ad glsl: Drop bogus is_vertex_input from add_shader_variable().
stage_mask is a bitmask of shader stages, so the proper comparison would
be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself.

But we only care for structure types, and VS inputs cannot be structs.
So we can just drop this entirely.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2016-12-19 15:40:47 -08:00
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
Nicolai Hähnle
173d80b401 glsl: remember per-component vertex streams for packed varyings
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-12-12 09:03:47 +01:00
Jason Ekstrand
9807f502eb glsl: Use a simpler formula for tanh
The formula we have used in the past is a trivial reduction from the
definition by simply multiplying both the numerator and denominator of the
formula by 2.  However, multiplying by e^x, you can further reduce it.
This allows us to get rid of one side of the clamp and two of exponential
functions which should make it faster.  The new formula still passes the
dEQP precision tests for tanh so it should be fine.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-12-09 18:38:21 -08:00