The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
I apparently broke mark_whole_variable in ir_set_program_inouts.
It was passing a type that wasn't var->type, so the wrapper didn't
work out. It's all broken, revert it and start over.
Fixes all kinds of things on other drivers.
Revert "glsl: Make is_fixed_function_array actually check for varyings."
This reverts commit 42699e1271.
Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*."
This reverts commit 5c580e64cc.
Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*."
This reverts commit 8b5749f65a.
Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper."
This reverts commit 6aa5cb34d0.
We can't check VARYING_SLOT_* locations until we've determined that
the variable is actually a varying.
Fixes assert failures in drivers which actually use this path,
such as radeonsi and i915.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99314
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Marking operations as redundant if they are equal to the base
range is fine when the tree structure is something like this:
max
/ \
max b
/ \
3 max
/ \
3 a
But the opt falls apart with a tree like this:
max
/ \
max max
/ \ / \
3 a b 3
The problem is that both branches are treated the same: descending in
the left branch will prune the constant, and then descending the right
branch will prune the constant there as well, because limits[0] wasn't
updated to take the change on the left branch into account, and so we
still get [3,\infty) as baserange.
In order to fix the bug we just disable the marking of redundant expressions
when they match the baserange.
NIR algebraic opt will clean up the first tree for anyway, hopefully
other backends are smart enough to do this also.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Upcoming reworks in i965 are going to make it easy to handle this
like any other input. Having it as a system value will just require
additional code for no benefit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
There's no point in trying to mark partial array access for
gl_ClipDistance, gl_TessLevelOuter, or gl_TessLevelInner - they're
special built-in variables that control fixed function hardware,
and will likely be used in an all-or-nothing fashion.
Since these arrays only occupy 1-2 varying slots, we have to avoid
our normal processing which increments the slot value by the array
index.
(I wrote this code before i965 switched from ir_set_program_inouts
to nir_shader_gather_info. It's not used by anyone today, and I'm
not sure how valuable it is...the alternative to GLSL IR lowering
is NIR compact arrays, at which point you should use nir_gather_info.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Right now, this shouldn't have any effect, as all drivers use
LowerClipDist and LowerTessFactors to turn the float[] arrays into
vectors.
However, it should help make it possible for drivers to avoid that
lowering.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
Fixes performance regression in SynMark PSPom caused by loops with float
counters not always unrolling.
For example:
for (float i = 0.02; i < 0.9; i += 0.11)
...
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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>
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>
We were passing around a void *mem_ctx and using that to initialize the
builder which was wrong since that pointed to ralloc_parent(impl) which
is the shader but the builder is supposed to be initialized with the
nir_function_impl.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This lets us get rid of the void *mem_ctx parameter and make things a
bit more type safe.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>