glsl: add ARB_shader_ballot enable
[mesa.git] / src / compiler / glsl / glsl_parser_extras.cpp
index 1e0298eb84eef5e786d59c74f6b5e6453a1a5cc8..4629e78efa8118596729ea1c30c55d2d2ca4da6e 100644 (file)
@@ -20,6 +20,7 @@
  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
  * DEALINGS IN THE SOFTWARE.
  */
+#include <inttypes.h> /* for PRIx64 macro */
 #include <stdio.h>
 #include <stdarg.h>
 #include <string.h>
 #include "main/shaderobj.h"
 #include "util/u_atomic.h" /* for p_atomic_cmpxchg */
 #include "util/ralloc.h"
+#include "util/disk_cache.h"
+#include "util/mesa-sha1.h"
 #include "ast.h"
 #include "glsl_parser_extras.h"
 #include "glsl_parser.h"
 #include "ir_optimization.h"
 #include "loop_analysis.h"
+#include "builtin_functions.h"
 
 /**
  * Format a short human-readable description of the given GLSL version.
@@ -81,6 +85,7 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->forced_language_version = ctx->Const.ForceGLSLVersion;
    this->zero_init = ctx->Const.GLSLZeroInit;
    this->gl_version = 20;
+   this->compat_shader = true;
    this->es_shader = false;
    this->ARB_texture_rectangle_enable = true;
 
@@ -293,6 +298,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->in_qualifier = new(this) ast_type_qualifier();
    this->out_qualifier = new(this) ast_type_qualifier();
    this->fs_early_fragment_tests = false;
+   this->fs_inner_coverage = false;
+   this->fs_post_depth_coverage = false;
    this->fs_blend_support = 0;
    memset(this->atomic_counter_offsets, 0,
           sizeof(this->atomic_counter_offsets));
@@ -366,6 +373,7 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
                                                   const char *ident)
 {
    bool es_token_present = false;
+   bool compat_token_present = false;
    if (ident) {
       if (strcmp(ident, "es") == 0) {
          es_token_present = true;
@@ -375,8 +383,12 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
              * a core profile shader since that's the only profile we support.
              */
          } else if (strcmp(ident, "compatibility") == 0) {
-            _mesa_glsl_error(locp, this,
-                             "the compatibility profile is not supported");
+            compat_token_present = true;
+
+            if (this->ctx->API != API_OPENGL_COMPAT) {
+               _mesa_glsl_error(locp, this,
+                                "the compatibility profile is not supported");
+            }
          } else {
             _mesa_glsl_error(locp, this,
                              "\"%s\" is not a valid shading language profile; "
@@ -408,6 +420,9 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
    else
       this->language_version = version;
 
+   this->compat_shader = compat_token_present ||
+                         (!this->es_shader && this->language_version < 140);
+
    bool supported = false;
    for (unsigned i = 0; i < this->num_supported_versions; i++) {
       if (this->supported_versions[i].ver == this->language_version
@@ -606,10 +621,13 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(ARB_fragment_layer_viewport),
    EXT(ARB_gpu_shader5),
    EXT(ARB_gpu_shader_fp64),
+   EXT(ARB_gpu_shader_int64),
+   EXT(ARB_post_depth_coverage),
    EXT(ARB_sample_shading),
    EXT(ARB_separate_shader_objects),
    EXT(ARB_shader_atomic_counter_ops),
    EXT(ARB_shader_atomic_counters),
+   EXT(ARB_shader_ballot),
    EXT(ARB_shader_bit_encoding),
    EXT(ARB_shader_clock),
    EXT(ARB_shader_draw_parameters),
@@ -669,6 +687,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(AMD_vertex_shader_viewport_index),
    EXT(ANDROID_extension_pack_es31a),
    EXT(EXT_blend_func_extended),
+   EXT(EXT_frag_depth),
    EXT(EXT_draw_buffers),
    EXT(EXT_clip_cull_distance),
    EXT(EXT_geometry_point_size),
@@ -685,6 +704,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(EXT_texture_array),
    EXT_AEP(EXT_texture_buffer),
    EXT_AEP(EXT_texture_cube_map_array),
+   EXT(INTEL_conservative_rasterization),
    EXT(MESA_shader_integer_functions),
    EXT(NV_image_formats),
 };
@@ -1053,10 +1073,10 @@ _mesa_ast_process_interface_block(YYLTYPE *locp,
 void
 _mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
 {
-   if (q->flags.q.subroutine)
+   if (q->is_subroutine_decl())
       printf("subroutine ");
 
-   if (q->flags.q.subroutine_def) {
+   if (q->subroutine_list) {
       printf("subroutine (");
       q->subroutine_list->print();
       printf(")");
@@ -1243,6 +1263,14 @@ ast_expression::print(void) const
       printf("%f ", primary_expression.double_constant);
       break;
 
+   case ast_int64_constant:
+      printf("%" PRId64 " ", primary_expression.int64_constant);
+      break;
+
+   case ast_uint64_constant:
+      printf("%" PRIu64 " ", primary_expression.uint64_constant);
+      break;
+
    case ast_bool_constant:
       printf("%s ",
             primary_expression.bool_constant
@@ -1690,6 +1718,8 @@ set_shader_inout_layout(struct gl_shader *shader,
       assert(!state->fs_pixel_center_integer);
       assert(!state->fs_origin_upper_left);
       assert(!state->fs_early_fragment_tests);
+      assert(!state->fs_inner_coverage);
+      assert(!state->fs_post_depth_coverage);
    }
 
    for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
@@ -1698,7 +1728,7 @@ set_shader_inout_layout(struct gl_shader *shader,
          if (state->out_qualifier->out_xfb_stride[i]->
                 process_qualifier_constant(state, "xfb_stride", &xfb_stride,
                 true)) {
-            shader->info.TransformFeedback.BufferStride[i] = xfb_stride;
+            shader->TransformFeedbackBufferStride[i] = xfb_stride;
          }
       }
    }
@@ -1726,7 +1756,7 @@ set_shader_inout_layout(struct gl_shader *shader,
       if (state->in_qualifier->flags.q.prim_type)
          shader->info.TessEval.PrimitiveMode = state->in_qualifier->prim_type;
 
-      shader->info.TessEval.Spacing = 0;
+      shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
       if (state->in_qualifier->flags.q.vertex_spacing)
          shader->info.TessEval.Spacing = state->in_qualifier->vertex_spacing;
 
@@ -1802,15 +1832,16 @@ set_shader_inout_layout(struct gl_shader *shader,
       break;
 
    case MESA_SHADER_FRAGMENT:
-      shader->info.redeclares_gl_fragcoord =
-         state->fs_redeclares_gl_fragcoord;
-      shader->info.uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
-      shader->info.pixel_center_integer = state->fs_pixel_center_integer;
-      shader->info.origin_upper_left = state->fs_origin_upper_left;
-      shader->info.ARB_fragment_coord_conventions_enable =
+      shader->redeclares_gl_fragcoord = state->fs_redeclares_gl_fragcoord;
+      shader->uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
+      shader->pixel_center_integer = state->fs_pixel_center_integer;
+      shader->origin_upper_left = state->fs_origin_upper_left;
+      shader->ARB_fragment_coord_conventions_enable =
          state->ARB_fragment_coord_conventions_enable;
-      shader->info.EarlyFragmentTests = state->fs_early_fragment_tests;
-      shader->info.BlendSupport = state->fs_blend_support;
+      shader->EarlyFragmentTests = state->fs_early_fragment_tests;
+      shader->InnerCoverage = state->fs_inner_coverage;
+      shader->PostDepthCoverage = state->fs_post_depth_coverage;
+      shader->BlendSupport = state->fs_blend_support;
       break;
 
    default:
@@ -1893,11 +1924,12 @@ do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
 
 void
 _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
-                          bool dump_ast, bool dump_hir)
+                          bool dump_ast, bool dump_hir, bool force_recompile)
 {
    struct _mesa_glsl_parse_state *state =
       new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
-   const char *source = shader->Source;
+   const char *source = force_recompile && shader->FallbackSource ?
+      shader->FallbackSource : shader->Source;
 
    if (ctx->Const.GenerateTemporaryNames)
       (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
@@ -1906,6 +1938,33 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
    state->error = glcpp_preprocess(state, &source, &state->info_log,
                              add_builtin_defines, state, ctx);
 
+   if (!force_recompile) {
+      if (ctx->Cache) {
+         char buf[41];
+         disk_cache_compute_key(ctx->Cache, source, strlen(source),
+                                shader->sha1);
+         if (disk_cache_has_key(ctx->Cache, shader->sha1)) {
+            /* We've seen this shader before and know it compiles */
+            if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
+               _mesa_sha1_format(buf, shader->sha1);
+               fprintf(stderr, "deferring compile of shader: %s\n", buf);
+            }
+            shader->CompileStatus = compile_skipped;
+
+            free((void *)shader->FallbackSource);
+            shader->FallbackSource = NULL;
+            return;
+         }
+      }
+   } else {
+      /* We should only ever end up here if a re-compile has been forced by a
+       * shader cache miss. In which case we can skip the compile if its
+       * already be done by a previous fallback or the initial compile call.
+       */
+      if (shader->CompileStatus == compile_success)
+         return;
+   }
+
    if (!state->error) {
      _mesa_glsl_lexer_ctor(state, source);
      _mesa_glsl_parse(state);
@@ -1941,12 +2000,20 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
 
       assign_subroutine_indexes(shader, state);
       lower_subroutine(shader->ir, state);
+
       /* Do some optimization at compile time to reduce shader IR size
        * and reduce later work if the same shader is linked multiple times
        */
-      while (do_common_optimization(shader->ir, false, false, options,
-                                    ctx->Const.NativeIntegers))
-         ;
+      if (ctx->Const.GLSLOptimizeConservatively) {
+         /* Run it just once. */
+         do_common_optimization(shader->ir, false, false, options,
+                                ctx->Const.NativeIntegers);
+      } else {
+         /* Repeat it until it stops making changes. */
+         while (do_common_optimization(shader->ir, false, false, options,
+                                       ctx->Const.NativeIntegers))
+            ;
+      }
 
       validate_ir_tree(shader->ir);
 
@@ -1978,7 +2045,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
       set_shader_inout_layout(shader, state);
 
    shader->symbols = new(shader->ir) glsl_symbol_table;
-   shader->CompileStatus = !state->error;
+   shader->CompileStatus = state->error ? compile_failure : compile_success;
    shader->InfoLog = state->info_log;
    shader->Version = state->language_version;
    shader->IsES = state->es_shader;
@@ -2015,6 +2082,11 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
 
    _mesa_glsl_initialize_derived_variables(ctx, shader);
 
+   if (!force_recompile) {
+      free((void *)shader->FallbackSource);
+      shader->FallbackSource = NULL;
+   }
+
    delete state->symbols;
    ralloc_free(state);
 }
@@ -2098,7 +2170,8 @@ do_common_optimization(exec_list *ir, bool linked,
    OPT(do_minmax_prune, ir);
    OPT(do_rebalance_tree, ir);
    OPT(do_algebraic, ir, native_integers, options);
-   OPT(do_lower_jumps, ir);
+   OPT(do_lower_jumps, ir, true, true, options->EmitNoMainReturn,
+       options->EmitNoCont, options->EmitNoLoops);
    OPT(do_vec_index_to_swizzle, ir);
    OPT(lower_vector_insert, ir, false);
    OPT(do_swizzle_swizzle, ir);