Commit Graph

227 Commits

Author SHA1 Message Date
Andres Gomez
9d220fa950 glsl: use util_snprintf()
Instead of plain snprintf(). To fix the MSVC 2013 build.

Fixes: 6ff0c6f4eb ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Brian Paul <brianp@vmware.com>
Cc: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2018-08-02 10:06:44 +03:00
Alejandro Piñeiro
b0712df6cf compiler/glsl: refactor empty_uniform_block utilities to linker_util
This includes:
  * Move the defition of empty_uniform_block to linker_util.h
  * Move find_empty_block (with a rename) to linker_util.h
  * Refactor some code at linker.cpp to a new method at linker_util.h
    (link_util_update_empty_uniform_locations)

So all that code could be used by the GLSL linker and the NIR linker
used for ARB_gl_spirv.

v2: include just "ir_uniform.h" (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-07-03 12:37:32 +02:00
Alejandro Piñeiro
215c9359ed compiler/link: move add_program_resource to linker_util
So it could be used by the GLSL and NIR linker.

v2: (Timothy Arceri)
   * Moved from compiler to compiler/glsl
   * Method renamed to link_util_add_program_resource

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-06-21 14:25:05 +02:00
Timothy Arceri
6c243ac2dd glsl: fix desktop glsl linking regression
The prog->Shaders[i]->IsES check was accidentally removed causing
ES linking rules to be applied to desktop GLSL.

Fixes: 725b1a406d ("mesa/util: add allow_glsl_relaxed_es driconfig override")
2018-06-19 17:58:05 +10:00
Timothy Arceri
725b1a406d mesa/util: add allow_glsl_relaxed_es driconfig override
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.

This initial implementation relaxes the following:

 - allows linking ES shaders with desktop shaders
 - allows mismatching precision qualifiers
 - always enables standard derivative builtins

These relaxations allow Google Earth VR shaders to compile.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2018-06-19 12:09:56 +10:00
Plamena Manolova
60e843c4d5 mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.

Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2018-06-01 16:36:36 +01:00
Brian Paul
5dc7233f44 glsl: rename 'interface' var to 'iface' to fix MSVC build
The recent mtypes.h removal patches seems to have exposed a MSVC
issue where 'interface' is defined as a macro in an MSVC header file.

Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
2018-04-13 13:53:08 -06:00
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
Jordan Justen
6d830940f7 glsl/shader_cache: Allow shader cache usage with transform feedback
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105444
Suggested-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-03-19 09:57:09 -07:00
Samuel Iglesias Gonsálvez
e207b2e2c8 glsl/linker: fix bug when checking precision qualifier
According to GLSL ES 3.2 spec, see table in 9.2.1 "Linked Shaders"
section, the precision qualifier should match for uniform variables.
This also applies to previous GLSL ES 3.x specs.

This 'if' checks the condition for uniform variables, while for UBOs
it is checked in link_interface_blocks.cpp.

Fixes: b50b82b8a5
("glsl/es31: precision qualifier doesn't need to match in shader interface block members")

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-02-28 07:04:13 +01:00
Juan A. Suarez Romero
4195eed961 glsl/linker: check same name is not used in block and outside
According with OpenGL GLSL 3.20 spec, section 4.3.9:

  "It is a link-time error if any particular shader interface
   contains:
     - two different blocks, each having no instance name, and each
       having a member of the same name, or
     - a variable outside a block, and a block with no instance name,
       where the variable has the same name as a member in the block."

This fixes a previous commit 9b894c8 ("glsl/linker: link-error using the
same name in unnamed block and outside") that covered this case, but
did not take in account that precision qualifiers are ignored when
comparing blocks with no instance name.

With this commit, the original tests
KHR-GL*.shaders.uniform_block.common.name_matching keep fixed, and also
dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision
regression is fixed, which was broken by previous commit.

v2: use helper varibles (Matteo Bruni)

Fixes: 9b894c8 ("glsl/linker: link-error using the same name in unnamed block and outside")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104668
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104777
CC: Mark Janes <mark.a.janes@intel.com>
CC: "18.0" <mesa-stable@lists.freedesktop.org>
Tested-by: Matteo Bruni <matteo.mystral@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
2018-02-05 18:10:43 +01:00
Brian Paul
bacf72a18d mesa: change gl_link_status enums to uppercase
follow the convention of other enums.

Reviewed-by: Neha Bhende <bhenden@vmware.com>
2018-01-26 13:52:48 -07:00
Juan A. Suarez Romero
9b894c88a6 glsl/linker: link-error using the same name in unnamed block and outside
According with OpenGL GLSL 4.20 spec, section 4.3.9, page 57:

   "It is a link-time error if any particular shader interface
    contains:
      - two different blocks, each having no instance name, and each
        having a member of the same name, or
      - a variable outside a block, and a block with no instance name,
        where the variable has the same name as a member in the block."

This means that it is a link error if for example we have a vertex
shader with the following definition.

  "layout(location=0) uniform Data { float a; float b; };"

and a fragment shader with:

  "uniform float a;"

As in both cases we refer to both uniforms as "a", and thus using
glGetUniformLocation() wouldn't know which one we mean.

This fixes KHR-GL*.shaders.uniform_block.common.name_matching.

v2: add fixed tests (Tapani)

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-01-16 19:42:35 +01:00
Ian Romanick
336afe7d7a glsl/linker: Safely generate mask of possible locations
If MaxAttribs were ever raised to 32, undefined behavior would occur.
We had already gone to the effort (albeit incorrectly) handle this in
one case, so fix them all.

CID: 1369628
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2018-01-10 07:21:12 -08:00
Ian Romanick
0c9df36157 glsl/linker: Mark no locations as invalid instead of marking all locations
If max_index were ever 32, the linker would have marked all 32
locations as invalid instead of marking none of them as invalid.  It's
a good thing the maximum value actually set by any driver for
MaxAttribs is 16.

Found by inspection while investigating CID 1369628.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2018-01-10 07:21:11 -08:00
Iago Toral Quiroga
7e5c81235f glsl: remove Lower{TCS,TES}PatchVerticesIn
Intel was the only user and now NIR can do the lowering.

v2: do not try to handle it as a system value directly for the SPIR-V
    path. In GL we rather handle it as a uniform like we do for the
    GLSL path (Jason).

v3: drop LowerTESPatchVerticesIn as well (Jason)

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2018-01-10 08:21:02 +01:00
Ian Romanick
88f5588f77 glsl/linker: Optimize swizzles again after linking
Without this, the SPIR-V generator has to deal with a bunch of junk
like:

    (swiz z (swiz xxx (swiz x (var_ref packed:binormal.z,light_dir))))

It seems better to cull that stuff out than to add code to deal with
it.  The problem is the way swizzles to and from scalars have to be
handled in SPIR-V.

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
Timothy Arceri
9c33533586 glsl: use the correct parent when allocating program data members
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-09 12:07:48 +11:00
Timothy Arceri
cf05bb506a glsl: drop cache_fallback
This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.

Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-09 12:07:48 +11:00
Juan A. Suarez Romero
d5a641106b glsl: add varying resources for arrays of complex types
This patch is mostly a patch done by Ilia Mirkin.

It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.

v2: fix locations for TCS/TES/GS inputs and outputs (Ilia)

CC: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
2017-11-08 10:12:07 +01:00
Tomasz Figa
0886be093f glsl: Allow precision mismatch on dead data with GLSL ES 1.00
Commit 259fc50545 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.

Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eliminated.
The problem affects a big number of applications using Cocos2D engine
and other GLES implementations accept this, this poses a serious
application compatibility issue.

Starting from GLSL ES 3.0, declarations with conflicting precision
qualifiers are explicitly prohibited. However GLSL ES 1.00 does not
clearly specify the behavior, except that

  "Uniforms are defined to behave as if they are using the same storage in
  the vertex and fragment processors and may be implemented this way.
  If uniforms are used in both the vertex and fragment shaders, developers
  should be warned if the precisions are different. Conversion of
  precision should never be implicit."

The word "used" is not clear in this context and might refer to
 1) declared (same as GLES 3.x)
 2) referred after post-processing, or
 3) linked after all optimizations are done.

Looking at existing applications, 2) or 3) seems to be widely adopted.
To avoid compatibility issues, turn the error into a warning if GLSL ES
version is lower than 3.0 and the data is dead in at least one of the
shaders.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532
Signed-off-by: Tomasz Figa <tfiga@chromium.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-11-06 15:16:03 -08:00
Eduardo Lima Mitev
f5fe99ac85 glsl: Use the utility function to copy symbols between symbol tables
This effectively factorizes a couple of similar routines.

v2 (Neil Roberts): Non-trivial rebase on master

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Eduardo Lima Mitev <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
2017-10-30 18:10:39 +01:00
Emil Velikov
fc7816fd4e Revert "foo"
This reverts commit 27d5a7bce0.

I fat fingered it, failing to reset the checkout before applying the
sequential commit.
2017-10-30 15:32:56 +00:00
Emil Velikov
27d5a7bce0 foo
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
2017-10-30 15:22:26 +00:00
Iago Toral Quiroga
e2abb75b0e glsl/linker: validate explicit locations for SSO programs
v2:
- we only need to validate inputs to the first stage and outputs
  from the last stage, everything else has already been validated
  during cross_validate_outputs_to_inputs (Timothy).
- Use MAX_VARYING instead of MAX_VARYINGS_INCL_PATCH (Illia)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2017-10-26 08:40:14 +02:00
Ilia Mirkin
4d24a7cb97 glsl: fix derived cs variables
There are two issues with the current implementation. First, it relies
on the layout(local_size_*) happening in the same shader as the main
function, and secondly it doesn't work for variable group sizes.

In both cases, the simplest fix is to move the setup of these derived
values to a later time, similar to how the gl_VertexID workarounds are
done. There already exist system values defined for both of the derived
values, so we use them unconditionally, and lower them after linking is
performed.

While we're at it, we move to using gl_LocalGroupSizeARB instead of
gl_WorkGroupSize for variable group sizes.

Also the dead code elimination avoidance can be removed, since there
can be situations where gl_LocalGroupSizeARB is needed but has not been
inserted for the shader with main function. As a result, the lowering
code has to insert its own copies of the system values if needed.

Reported-by: Stephane Chevigny <stephane.chevigny@polymtl.ca>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103393
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2017-10-23 08:34:56 -04:00
Iago Toral Quiroga
2d87caa279 glsl/linker: produce error when invalid explicit locations are used
We only need to add a check to validate output locations here. For
inputs with invalid locations we will fail to link when we can't
find a matching output in the same (invalid) location.

v2: compute location slots properly depending on shader stage and
    variable type / direction

Fixes:
KHR-GL45.enhanced_layouts.varying_location_limit

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-10-19 11:27:12 +02:00
Nicolai Hähnle
a2c8812f91 glsl/linker: add check for compute shared memory size
Unlike uniforms, the limit on shared memory size is not called out
explicitly in the list of things that cause linker errors, but presumably
that's just an oversight in the spec.

Fixes dEQP-GLES31.functional.debug.negative_coverage.{callbacks,get_error,log}.compute.exceed_shared_memory_size_limit

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-10-10 13:58:43 +02:00
Nicolai Hähnle
df8767a14e glsl/linker: properly fix output variable overlap check
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102904
Fixes: 15cae12804 ("glsl/linker: fix output variable overlap check")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-09-21 11:04:21 +02:00
Nicolai Hähnle
15cae12804 glsl/linker: fix output variable overlap check
Prevent an overflow caused by too many output variables. To limit the
scope of the issue, write to the assigned array only for the non-ES
fragment shader path, which is the only place where it's needed.

Since the function will bail with an error when output variables with
overlapping components are found, (max # of FS outputs) * 4 is an upper
limit to the space we need.

Found by address sanitizer.

Fixes dEQP-GLES3.functional.attribute_location.bind_aliasing.*

Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-09-20 15:35:57 +02:00
Ian Romanick
e5145e28ea glsl: Silence unused parameter warnings
glsl/ast_type.cpp: In function ‘void merge_bindless_qualifier(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’:
glsl/ast_type.cpp:189:35: warning: unused parameter ‘loc’ [-Wunused-parameter]
 merge_bindless_qualifier(YYLTYPE *loc,
                                   ^~~
glsl/ast_type.cpp:191:52: warning: unused parameter ‘qualifier’ [-Wunused-parameter]
                          const ast_type_qualifier &qualifier,
                                                    ^~~~~~~~~
glsl/ast_type.cpp:192:52: warning: unused parameter ‘new_qualifier’ [-Wunused-parameter]
                          const ast_type_qualifier &new_qualifier)
                                                    ^~~~~~~~~~~~~

glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_rvalue::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:512:44: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
 ir_rvalue::constant_expression_value(void *mem_ctx, struct hash_table *)
                                            ^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_texture::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:705:45: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
 ir_texture::constant_expression_value(void *mem_ctx, struct hash_table *)
                                             ^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_assignment::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:851:48: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
 ir_assignment::constant_expression_value(void *mem_ctx, struct hash_table *)
                                                ^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_constant::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:859:46: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
 ir_constant::constant_expression_value(void *mem_ctx, struct hash_table *)
                                              ^~~~~~~

glsl/linker.cpp: In function ‘void link_xfb_stride_layout_qualifiers(gl_context*, gl_shader_program*, gl_linked_shader*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1655:60: warning: unused parameter ‘linked_shader’ [-Wunused-parameter]
                                   struct gl_linked_shader *linked_shader,
                                                            ^~~~~~~~~~~~~
glsl/linker.cpp: In function ‘void link_bindless_layout_qualifiers(gl_shader_program*, gl_program*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1693:52: warning: unused parameter ‘gl_prog’ [-Wunused-parameter]
                                 struct gl_program *gl_prog,
                                                    ^~~~~~~

glsl/lower_distance.cpp: In member function ‘virtual void {anonymous}::lower_distance_visitor_counter::handle_rvalue(ir_rvalue**)’:
glsl/lower_distance.cpp:652:59: warning: unused parameter ‘rv’ [-Wunused-parameter]
 lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
                                                           ^~

glsl/opt_array_splitting.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_array_reference_visitor::visit_leave(ir_assignment*)’:
glsl/opt_array_splitting.cpp:198:56: warning: unused parameter ‘ir’ [-Wunused-parameter]
 ir_array_reference_visitor::visit_leave(ir_assignment *ir)
                                                        ^~

glsl/glsl_parser_extras.cpp: In function ‘void assign_subroutine_indexes(gl_shader*, _mesa_glsl_parse_state*)’:
glsl/glsl_parser_extras.cpp:1869:45: warning: unused parameter ‘sh’ [-Wunused-parameter]
 assign_subroutine_indexes(struct gl_shader *sh,
                                             ^~

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
Emil Velikov
0ac78dc925 util: move string_to_uint_map to glsl
The functionality is used by glsl and mesa. With the latter already
depending on the former.

With this in place the src/util/ static library libmesautil.la no longer
has a C++ dependency. Thus objects which use it (like libEGL) don't need
the C++ link.

Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Fixes: 02cc359372 ("egl/wayland: Use linux-dmabuf interface for buffers")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101851
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Tested-by: Mike Lothian <mike@fireburn.co.uk>
Tested-by: James Harvey <lothmordor@gmail.com>
2017-08-29 13:40:44 +01:00
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
Matt Turner
ca73c3358c glsl: Mark functions static
Cuts 3224 bytes of .text

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2017-08-21 14:45:44 -07:00
Timothy Arceri
77f5221233 glsl: pass mem_ctx to constant_expression_value(...) and friends
The main motivation for this is that threaded compilation can fall
over if we were to allocate IR inside constant_expression_value()
when calling it on a builtin. This is because builtins are shared
across the whole OpenGL context.

f81ede4699 worked around the problem by cloning the entire
builtin before constant_expression_value() could be called on
it. However cloning the whole function each time we referenced
it lead to a significant reduction in the GLSL IR compiler
performance. This change along with the following patch
helps fix that performance regression.

Other advantages are that we reduce the number of calls to
ralloc_parent(), and for loop unrolling we free constants after
they are used rather than leaving them hanging around.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2017-08-11 15:44:08 +10:00
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
Nicolai Hähnle
210ebd4b9c glsl: explicitly zero out padding to gl_shader_variable bitfield
Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.

v2: use rzalloc instead of an explicit padding member variable

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-07-05 12:25:49 +02:00
Nicolai Hähnle
727e8ba133 glsl: look for multiple variables simultaneously with find_assignment_visitor
Save some passes over the IR.

v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-07-05 12:25:21 +02:00
Nicolai Hähnle
da506cce8a glsl: simplify disable_varying_optimizations_for_sso
We always have stage == first and stage == last when first == last, so
drop the special case. Also rephrase the comment to make the logic
clearer.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2017-07-03 13:54:20 +02:00
Juan A. Suarez Romero
860919a3b2 glsl: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.

Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api

v2: do reset only if shaders provide an explicit stride

v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
2017-06-26 12:00:22 +02:00
Nicolai Hähnle
de32c8378c glsl: simplify validate_intrastage_arrays
Struct types are now equal when they are structurally equal.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-06-13 09:35:50 +02:00
Nicolai Hähnle
f97c92ae11 glsl: remove redundant record_compare check when linking globals
Unnamed struct types are now equal across stages based on the fields they
contain, so overriding the type to make sure names match has become
unnecessary.

The check was originally introduced in commit 955c93dc08 ("glsl: Match
unnamed record types across stages.")

v2: clarify the commit message

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-06-13 09:35:45 +02:00
Samuel Pitoiset
d550024a7e glsl: link bindless layout qualifiers
From section 4.4.6 of the ARB_bindless_texture spec:

   "If both bindless_sampler and bound_sampler, or bindless_image
    and bound_image, are declared at global scope in any
    compilation unit, a link- time error will be generated."

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-05-06 16:40:19 +02:00
Samuel Pitoiset
053912382e glsl: make use glsl_type::is_atomic_uint()
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 19:33:29 +02:00
Timothy Arceri
c2bc0aa7b1 glsl: delay optimisations on individual shaders when cache is available
Due to a max limit of 65,536 entries on the index table that we use to
decide if we can skip compiling individual shaders, it is very likely
we will have collisions.

To avoid doing too much work when the linked program may be in the
cache this patch delays calling the optimisations until link time.

Improves cold cache start-up times on Deus Ex by ~20 seconds.

When deleting the cache index to simulate a worst case scenario
of collisions in the index, warm cache start-up time improves by
~45 seconds.

V2: fix indentation, make sure to call optimisations on cache
fallback, make sure optimisations get called for XFB.

Tested-by: Grazvydas Ignotas <notasas@gmail.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2017-04-15 11:36:44 +10:00
Andres Gomez
6255cc654d glsl: Interface Block instances don't need linking validation
From page 45 (page 52 of the PDF) of the GLSL ES 3.00 v.6 spec:

  " When instance names are present on matched block names, it is
    allowed for the instance names to differ; they need not match for
    the blocks to match.

From page 51 (page 57 of the PDF) of the GLSL 4.30 v.8 spec:

  " When instance names are present on matched block names, it is
    allowed for the instance names to differ; they need not match for
    the blocks to match."

Therefore, no cross linking validation is needed for the instance name
of an Interface Block.

This patch will make that no link error will be reported on a program
like this:

    "# VS

    layout(binding = 1) Block1 {
      vec4 color;
    } uni_block;

    ...

    # FS

    layout(binding = 2) Block2 {
      vec4 color;
    } uni_block;

    ..."

Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict

Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-03-27 12:47:21 +03:00
Andres Gomez
bf15b2b515 glsl: on UBO/SSBOs link error reset the number of active blocks to 0
While it's legal to have an active blocks count > 0 on link failure.
Unless we actually assign memory for the blocks array we can end up
segfaulting in calls such as glUniformBlockBinding().

To avoid having to NULL check these api calls we simply reset the
block count to 0 if the array was not created.

Signed-off-by: Andres Gomez <agomez@igalia.com>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2017-03-27 12:45:59 +03:00
Kenneth Graunke
e6e8475b0f glsl: Raise a link error for non-SSO ES programs with a TES but no TCS.
OpenGL allows the TCS to be missing and supplies an implicit passthrough
shader, but OpenGL ES does not (see section 7.3 of the ES 3.2 spec,
cited above in the code).

One open question is how to handle this for ARB_ES3_2_compatibility.
This patch raises the link error for all ES shading language programs,
but it might make sense to base it on the API.  The approach taken in
this patch is more restrictive, but should still allow any valid ES
programs to work in GL.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Andres Gomez <agomez@igalia.com>
2017-02-23 11:07:06 -08:00
Iago Toral Quiroga
42b9057447 glsl: enable early_fragment_tests implicitly with post_depth_coverage
From ARB_post_depth_coverage:

   "This extension allows the fragment shader to control whether values in
    gl_SampleMaskIn[] reflect the coverage after application of the early
    depth and stencil tests.  This feature can be enabled with the following
    layout qualifier in the fragment shader:

       layout(post_depth_coverage) in;

    Use of this feature implicitly enables early fragment tests."

And a bit later it also adds:

   "early_fragment_tests" requests that fragment tests be performed before
    fragment shader execution, as described in section 15.2.4 "Early Fragment
    Tests" of the OpenGL Specification. If neither this nor post_depth_coverage
    are declared, per-fragment tests will be performed after fragment shader
    execution."

Fixes:
GL45-CTS.post_depth_coverage_tests.PostDepthSampleMask

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2017-02-23 11:21:44 +01:00
Timothy Arceri
172c48cc15 glsl: fix scons builds with shader cache
For now its disabled for scons so wrap glsl cache calls in a
define conditional.
2017-02-17 16:31:47 +11:00