#include "compiler/glsl/glsl_parser_extras.h"
#include "glsl_types.h"
#include "util/hash_table.h"
+#include "util/u_string.h"
mtx_t glsl_type::hash_mutex = _MTX_INITIALIZER_NP;
+hash_table *glsl_type::explicit_matrix_types = NULL;
hash_table *glsl_type::array_types = NULL;
hash_table *glsl_type::record_types = NULL;
hash_table *glsl_type::interface_types = NULL;
glsl_type::glsl_type(GLenum gl_type,
glsl_base_type base_type, unsigned vector_elements,
- unsigned matrix_columns, const char *name) :
+ unsigned matrix_columns, const char *name,
+ unsigned explicit_stride, bool row_major) :
gl_type(gl_type),
base_type(base_type), sampled_type(GLSL_TYPE_VOID),
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
- interface_packing(0), interface_row_major(0),
+ interface_packing(0), interface_row_major(row_major),
vector_elements(vector_elements), matrix_columns(matrix_columns),
- length(0)
+ length(0), explicit_stride(explicit_stride)
{
/* Values of these types must fit in the two bits of
* glsl_type::sampled_type.
base_type(base_type), sampled_type(type),
sampler_dimensionality(dim), sampler_shadow(shadow),
sampler_array(array), interface_packing(0),
- interface_row_major(0), length(0)
+ interface_row_major(0),
+ length(0), explicit_stride(0)
{
this->mem_ctx = ralloc_context(NULL);
assert(this->mem_ctx != NULL);
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
interface_packing(0), interface_row_major(0),
vector_elements(0), matrix_columns(0),
- length(num_fields)
+ length(num_fields), explicit_stride(0)
{
unsigned int i;
assert(name != NULL);
this->name = ralloc_strdup(this->mem_ctx, name);
- this->fields.structure = ralloc_array(this->mem_ctx,
- glsl_struct_field, length);
+ /* Zero-fill to prevent spurious Valgrind errors when serializing NIR
+ * due to uninitialized unused bits in bit fields. */
+ this->fields.structure = rzalloc_array(this->mem_ctx,
+ glsl_struct_field, length);
for (i = 0; i < length; i++) {
this->fields.structure[i] = fields[i];
interface_packing((unsigned) packing),
interface_row_major((unsigned) row_major),
vector_elements(0), matrix_columns(0),
- length(num_fields)
+ length(num_fields), explicit_stride(0)
{
unsigned int i;
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
interface_packing(0), interface_row_major(0),
vector_elements(0), matrix_columns(0),
- length(num_params)
+ length(num_params), explicit_stride(0)
{
unsigned int i;
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
interface_packing(0), interface_row_major(0),
vector_elements(1), matrix_columns(1),
- length(0)
+ length(0), explicit_stride(0)
{
this->mem_ctx = ralloc_context(NULL);
assert(this->mem_ctx != NULL);
}
}
+bool
+glsl_type::contains_64bit() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_64bit();
+ } else if (this->is_record() || this->is_interface()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_64bit())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_64bit();
+ }
+}
+
bool
glsl_type::contains_opaque() const {
switch (base_type) {
return uint_type;
case GLSL_TYPE_UINT16:
return uint16_t_type;
+ case GLSL_TYPE_UINT8:
+ return uint8_t_type;
case GLSL_TYPE_INT:
return int_type;
case GLSL_TYPE_INT16:
return int16_t_type;
+ case GLSL_TYPE_INT8:
+ return int8_t_type;
case GLSL_TYPE_FLOAT:
return float_type;
case GLSL_TYPE_FLOAT16:
while (type->base_type == GLSL_TYPE_ARRAY)
type = type->fields.array;
- /* Handle vectors and matrices */
- switch (type->base_type) {
- case GLSL_TYPE_UINT:
- return uint_type;
+ const glsl_type *scalar_type = type->get_base_type();
+ if (scalar_type == error_type)
+ return type;
+
+ return scalar_type;
+}
+
+
+const glsl_type *glsl_type::get_bare_type() const
+{
+ switch (this->base_type) {
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
case GLSL_TYPE_UINT16:
- return uint16_t_type;
- case GLSL_TYPE_INT:
- return int_type;
case GLSL_TYPE_INT16:
- return int16_t_type;
- case GLSL_TYPE_FLOAT:
- return float_type;
case GLSL_TYPE_FLOAT16:
- return float16_t_type;
- case GLSL_TYPE_DOUBLE:
- return double_type;
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
case GLSL_TYPE_BOOL:
- return bool_type;
+ case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_UINT64:
- return uint64_t_type;
case GLSL_TYPE_INT64:
- return int64_t_type;
- default:
- /* Handle everything else */
- return type;
+ return get_instance(this->base_type, this->vector_elements,
+ this->matrix_columns);
+
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE: {
+ glsl_struct_field *bare_fields = new glsl_struct_field[this->length];
+ for (unsigned i = 0; i < this->length; i++) {
+ bare_fields[i].type = this->fields.structure[i].type->get_bare_type();
+ bare_fields[i].name = this->fields.structure[i].name;
+ }
+ const glsl_type *bare_type =
+ get_record_instance(bare_fields, this->length, this->name);
+ delete[] bare_fields;
+ return bare_type;
}
+
+ case GLSL_TYPE_ARRAY:
+ return get_array_instance(this->fields.array->get_bare_type(),
+ this->length);
+
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_ATOMIC_UINT:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_SUBROUTINE:
+ case GLSL_TYPE_FUNCTION:
+ case GLSL_TYPE_ERROR:
+ return this;
+ }
+
+ unreachable("Invalid base type");
}
* object, or if process terminates), so no mutex-locking should be
* necessary.
*/
+ if (glsl_type::explicit_matrix_types != NULL) {
+ _mesa_hash_table_destroy(glsl_type::explicit_matrix_types,
+ hash_free_type_function);
+ glsl_type::explicit_matrix_types = NULL;
+ }
+
if (glsl_type::array_types != NULL) {
_mesa_hash_table_destroy(glsl_type::array_types, hash_free_type_function);
glsl_type::array_types = NULL;
}
-glsl_type::glsl_type(const glsl_type *array, unsigned length) :
+glsl_type::glsl_type(const glsl_type *array, unsigned length,
+ unsigned explicit_stride) :
base_type(GLSL_TYPE_ARRAY), sampled_type(GLSL_TYPE_VOID),
sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
interface_packing(0), interface_row_major(0),
vector_elements(0), matrix_columns(0),
- length(length), name(NULL)
+ length(length), name(NULL), explicit_stride(explicit_stride)
{
this->fields.array = array;
/* Inherit the gl type of the base. The GL type is used for
char *const n = (char *) ralloc_size(this->mem_ctx, name_length);
if (length == 0)
- snprintf(n, name_length, "%s[]", array->name);
+ util_snprintf(n, name_length, "%s[]", array->name);
else {
/* insert outermost dimensions in the correct spot
* otherwise the dimension order will be backwards
const char *pos = strchr(array->name, '[');
if (pos) {
int idx = pos - array->name;
- snprintf(n, idx+1, "%s", array->name);
- snprintf(n + idx, name_length - idx, "[%u]%s",
- length, array->name + idx);
+ util_snprintf(n, idx+1, "%s", array->name);
+ util_snprintf(n + idx, name_length - idx, "[%u]%s",
+ length, array->name + idx);
} else {
- snprintf(n, name_length, "%s[%u]", array->name, length);
+ util_snprintf(n, name_length, "%s[%u]", array->name, length);
}
}
VECN(components, uint8_t, u8vec)
const glsl_type *
-glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
+glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns,
+ unsigned explicit_stride, bool row_major)
{
- if (base_type == GLSL_TYPE_VOID)
+ if (base_type == GLSL_TYPE_VOID) {
+ assert(explicit_stride == 0 && !row_major);
return void_type;
+ }
+
+ /* Matrix and vector types with explicit strides have to be looked up in a
+ * table so they're handled separately.
+ */
+ if (explicit_stride > 0) {
+ const glsl_type *bare_type = get_instance(base_type, rows, columns);
+
+ assert(columns > 1 || !row_major);
+
+ char name[128];
+ util_snprintf(name, sizeof(name), "%sx%uB%s", bare_type->name,
+ explicit_stride, row_major ? "RM" : "");
+
+ mtx_lock(&glsl_type::hash_mutex);
+
+ if (explicit_matrix_types == NULL) {
+ explicit_matrix_types =
+ _mesa_hash_table_create(NULL, _mesa_key_hash_string,
+ _mesa_key_string_equal);
+ }
+
+ const struct hash_entry *entry =
+ _mesa_hash_table_search(explicit_matrix_types, name);
+ if (entry == NULL) {
+ const glsl_type *t = new glsl_type(bare_type->gl_type,
+ (glsl_base_type)base_type,
+ rows, columns, name,
+ explicit_stride, row_major);
+
+ entry = _mesa_hash_table_insert(explicit_matrix_types,
+ t->name, (void *)t);
+ }
+
+ assert(((glsl_type *) entry->data)->base_type == base_type);
+ assert(((glsl_type *) entry->data)->vector_elements == rows);
+ assert(((glsl_type *) entry->data)->matrix_columns == columns);
+ assert(((glsl_type *) entry->data)->explicit_stride == explicit_stride);
+
+ mtx_unlock(&glsl_type::hash_mutex);
+
+ return (const glsl_type *) entry->data;
+ }
+
+ assert(!row_major);
/* Treat GLSL vectors as Nx1 matrices.
*/
}
const glsl_type *
-glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
+glsl_type::get_array_instance(const glsl_type *base,
+ unsigned array_size,
+ unsigned explicit_stride)
{
/* Generate a name using the base type pointer in the key. This is
* done because the name of the base type may not be unique across
* named 'foo'.
*/
char key[128];
- snprintf(key, sizeof(key), "%p[%u]", (void *) base, array_size);
+ util_snprintf(key, sizeof(key), "%p[%u]x%uB", (void *) base, array_size,
+ explicit_stride);
mtx_lock(&glsl_type::hash_mutex);
const struct hash_entry *entry = _mesa_hash_table_search(array_types, key);
if (entry == NULL) {
- const glsl_type *t = new glsl_type(base, array_size);
+ const glsl_type *t = new glsl_type(base, array_size, explicit_stride);
entry = _mesa_hash_table_insert(array_types,
strdup(key),
case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_UINT8:
case GLSL_TYPE_INT16:
+ case GLSL_TYPE_INT8:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
case GLSL_TYPE_BOOL:
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_BOOL:
case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_UINT8:
case GLSL_TYPE_INT16:
+ case GLSL_TYPE_INT8:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
return 1;
* state, we're doing intra-stage function linking where these checks have
* already been done.
*/
- if (state && (state->es_shader || !state->is_version(120, 0)))
+ if (state && !state->has_implicit_conversions())
return false;
/* There is no conversion among matrix types. */
* state-dependent checks have already happened though, so allow anything
* that's allowed in any shader version.
*/
- if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable ||
- state->MESA_shader_integer_functions_enable) &&
+ if ((!state || state->has_implicit_uint_to_int_conversion()) &&
desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
return true;
* <N> basic machine units, the base alignment is 4<N>.
*/
if (this->is_scalar() || this->is_vector()) {
+ assert(this->explicit_stride == 0);
return this->vector_elements * N;
}
array_len = 1;
}
+ assert(element_type->explicit_stride == 0);
+
if (row_major) {
vec_type = get_instance(element_type->base_type,
element_type->matrix_columns, 1);
* the array are laid out in order, according to rule (9).
*/
if (this->is_array()) {
+ assert(this->explicit_stride == 0);
if (this->without_array()->is_record()) {
return this->arrays_of_arrays_size() *
this->without_array()->std140_size(row_major);
{
unsigned N = is_64bit() ? 8 : 4;
+ assert(explicit_stride == 0);
+
/* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
* See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
*
* stride of arrays of scalars and vectors in rule 4 and of structures
* in rule 9 are not rounded up a multiple of the base alignment of a vec4.
*/
- if (this->is_scalar() || this->is_vector())
- return this->vector_elements * N;
+ if (this->is_scalar() || this->is_vector()) {
+ assert(this->explicit_stride == 0);
+ return this->vector_elements * N;
+ }
if (this->without_array()->is_matrix()) {
const struct glsl_type *element_type;
array_len = 1;
}
+ assert(element_type->explicit_stride == 0);
+
if (row_major) {
vec_type = get_instance(element_type->base_type,
element_type->matrix_columns, 1);
}
if (this->is_array()) {
+ assert(this->explicit_stride == 0);
if (this->without_array()->is_record())
return this->arrays_of_arrays_size() *
this->without_array()->std430_size(row_major);
}
unsigned
-glsl_type::count_attribute_slots(bool is_vertex_input) const
+glsl_type::count_attribute_slots(bool is_gl_vertex_input) const
{
/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
*
case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
- if (this->vector_elements > 2 && !is_vertex_input)
+ if (this->vector_elements > 2 && !is_gl_vertex_input)
return this->matrix_columns * 2;
else
return this->matrix_columns;
case GLSL_TYPE_INTERFACE: {
unsigned size = 0;
- for (unsigned i = 0; i < this->length; i++)
- size += this->fields.structure[i].type->count_attribute_slots(is_vertex_input);
+ for (unsigned i = 0; i < this->length; i++) {
+ const glsl_type *member_type = this->fields.structure[i].type;
+ size += member_type->count_attribute_slots(is_gl_vertex_input);
+ }
return size;
}
- case GLSL_TYPE_ARRAY:
- return this->length * this->fields.array->count_attribute_slots(is_vertex_input);
+ case GLSL_TYPE_ARRAY: {
+ const glsl_type *element = this->fields.array;
+ return this->length * element->count_attribute_slots(is_gl_vertex_input);
+ }
case GLSL_TYPE_SUBROUTINE:
return 1;
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
- case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
+ case GLSL_TYPE_BOOL:
encoding = (type->base_type << 24) |
+ (type->interface_row_major << 10) |
(type->vector_elements << 4) |
(type->matrix_columns);
- break;
+ blob_write_uint32(blob, encoding);
+ blob_write_uint32(blob, type->explicit_stride);
+ return;
case GLSL_TYPE_SAMPLER:
encoding = (type->base_type) << 24 |
(type->sampler_dimensionality << 4) |
case GLSL_TYPE_ARRAY:
blob_write_uint32(blob, (type->base_type) << 24);
blob_write_uint32(blob, type->length);
+ blob_write_uint32(blob, type->explicit_stride);
encode_type_to_blob(blob, type->fields.array);
return;
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
- case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_FLOAT16:
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
- return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f);
+ case GLSL_TYPE_BOOL: {
+ unsigned explicit_stride = blob_read_uint32(blob);
+ return glsl_type::get_instance(base_type, (u >> 4) & 0x0f, u & 0x0f,
+ explicit_stride, (u >> 10) & 0x1);
+ }
case GLSL_TYPE_SAMPLER:
- return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x07),
+ return glsl_type::get_sampler_instance((enum glsl_sampler_dim) ((u >> 4) & 0x0f),
(u >> 3) & 0x01,
(u >> 2) & 0x01,
(glsl_base_type) ((u >> 0) & 0x03));
case GLSL_TYPE_SUBROUTINE:
return glsl_type::get_subroutine_instance(blob_read_string(blob));
case GLSL_TYPE_IMAGE:
- return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x07),
+ return glsl_type::get_image_instance((enum glsl_sampler_dim) ((u >> 3) & 0x0f),
(u >> 2) & 0x01,
(glsl_base_type) ((u >> 0) & 0x03));
case GLSL_TYPE_ATOMIC_UINT:
return glsl_type::atomic_uint_type;
case GLSL_TYPE_ARRAY: {
unsigned length = blob_read_uint32(blob);
+ unsigned explicit_stride = blob_read_uint32(blob);
return glsl_type::get_array_instance(decode_type_from_blob(blob),
- length);
+ length, explicit_stride);
}
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_INTERFACE: {