}
-static unsigned known_desktop_glsl_versions[] =
- { 110, 120, 130, 140, 150, 330, 400, 410, 420, 430 };
+static const unsigned known_desktop_glsl_versions[] =
+ { 110, 120, 130, 140, 150, 330, 400, 410, 420, 430, 440 };
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
- GLenum target, void *mem_ctx)
- : ctx(_ctx)
+ gl_shader_stage stage,
+ void *mem_ctx)
+ : ctx(_ctx), cs_input_local_size_specified(false), cs_input_local_size(),
+ switch_state()
{
- switch (target) {
- case GL_VERTEX_SHADER: this->target = vertex_shader; break;
- case GL_FRAGMENT_SHADER: this->target = fragment_shader; break;
- case GL_GEOMETRY_SHADER: this->target = geometry_shader; break;
- }
+ assert(stage < MESA_SHADER_STAGES);
+ this->stage = stage;
this->scanner = NULL;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
+
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
this->loop_nesting_ast = NULL;
- this->switch_state.switch_nesting_ast = NULL;
this->struct_specifier_depth = 0;
- this->num_builtins_to_link = 0;
+
+ this->uses_builtin_functions = false;
/* Set default language version and extensions */
this->language_version = ctx->Const.ForceGLSLVersion ?
this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes;
this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits;
this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits;
- this->Const.MaxVertexAttribs = ctx->Const.VertexProgram.MaxAttribs;
- this->Const.MaxVertexUniformComponents = ctx->Const.VertexProgram.MaxUniformComponents;
- this->Const.MaxVaryingFloats = ctx->Const.MaxVarying * 4;
- this->Const.MaxVertexTextureImageUnits = ctx->Const.VertexProgram.MaxTextureImageUnits;
+ this->Const.MaxVertexAttribs = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs;
+ this->Const.MaxVertexUniformComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents;
+ this->Const.MaxVertexTextureImageUnits = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits;
this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
- this->Const.MaxTextureImageUnits = ctx->Const.FragmentProgram.MaxTextureImageUnits;
- this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
+ this->Const.MaxTextureImageUnits = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
+ this->Const.MaxFragmentUniformComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents;
this->Const.MinProgramTexelOffset = ctx->Const.MinProgramTexelOffset;
this->Const.MaxProgramTexelOffset = ctx->Const.MaxProgramTexelOffset;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
+ /* 1.50 constants */
+ this->Const.MaxVertexOutputComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents;
+ this->Const.MaxGeometryInputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents;
+ this->Const.MaxGeometryOutputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents;
+ this->Const.MaxFragmentInputComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents;
+ this->Const.MaxGeometryTextureImageUnits = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits;
+ this->Const.MaxGeometryOutputVertices = ctx->Const.MaxGeometryOutputVertices;
+ this->Const.MaxGeometryTotalOutputComponents = ctx->Const.MaxGeometryTotalOutputComponents;
+ this->Const.MaxGeometryUniformComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComponents;
+
+ this->Const.MaxVertexAtomicCounters = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters;
+ this->Const.MaxGeometryAtomicCounters = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters;
+ this->Const.MaxFragmentAtomicCounters = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
+ this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters;
+ this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings;
+
+ /* Compute shader constants */
+ for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupCount); i++)
+ this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[i];
+ for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupSize); i++)
+ this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i];
+
+ this->Const.MaxImageUnits = ctx->Const.MaxImageUnits;
+ this->Const.MaxCombinedImageUnitsAndFragmentOutputs = ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs;
+ this->Const.MaxImageSamples = ctx->Const.MaxImageSamples;
+ this->Const.MaxVertexImageUniforms = ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms;
+ this->Const.MaxGeometryImageUniforms = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxImageUniforms;
+ this->Const.MaxFragmentImageUniforms = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms;
+ this->Const.MaxCombinedImageUniforms = ctx->Const.MaxCombinedImageUniforms;
+
+ this->current_function = NULL;
+ this->toplevel_ir = NULL;
+ this->found_return = false;
+ this->all_invariant = false;
+ this->user_structures = NULL;
+ this->num_user_structures = 0;
+
/* Populate the list of supported GLSL versions */
/* FINISHME: Once the OpenGL 3.0 'forward compatible' context or
* the OpenGL 3.2 Core context is supported, this logic will need
this->default_uniform_qualifier->flags.q.shared = 1;
this->default_uniform_qualifier->flags.q.column_major = 1;
+ this->fs_uses_gl_fragcoord = false;
+ this->fs_redeclares_gl_fragcoord = false;
+ this->fs_origin_upper_left = false;
+ this->fs_pixel_center_integer = false;
+ this->fs_redeclares_gl_fragcoord_with_no_layout_qualifiers = false;
+
this->gs_input_prim_type_specified = false;
- this->gs_input_prim_type = GL_POINTS;
+ this->gs_input_size = 0;
+ this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
+ this->early_fragment_tests = false;
+ memset(this->atomic_counter_offsets, 0,
+ sizeof(this->atomic_counter_offsets));
}
/**
}
}
+ if (this->es_shader) {
+ this->ARB_texture_rectangle_enable = false;
+ }
+
this->language_version = version;
bool supported = false;
break;
}
}
-
- if (this->language_version >= 140) {
- this->ARB_uniform_buffer_object_enable = true;
- }
-
- if (this->language_version == 300 && this->es_shader) {
- this->ARB_explicit_attrib_location_enable = true;
- }
-}
-
-extern "C" {
-
-/**
- * The most common use of _mesa_glsl_shader_target_name(), which is
- * shared with C code in Mesa core to translate a GLenum to a short
- * shader stage name in debug printouts.
- *
- * It recognizes the PROGRAM variants of the names so it can be used
- * with a struct gl_program->Target, not just a struct
- * gl_shader->Type.
- */
-const char *
-_mesa_glsl_shader_target_name(GLenum type)
-{
- switch (type) {
- case GL_VERTEX_SHADER:
- case GL_VERTEX_PROGRAM_ARB:
- return "vertex";
- case GL_FRAGMENT_SHADER:
- case GL_FRAGMENT_PROGRAM_ARB:
- return "fragment";
- case GL_GEOMETRY_SHADER:
- return "geometry";
- default:
- assert(!"Should not get here.");
- return "unknown";
- }
}
-} /* extern "C" */
/**
- * Overloaded C++ variant usable within the compiler for translating
- * our internal enum into short stage names.
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
*/
const char *
-_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
+_mesa_shader_stage_to_string(unsigned stage)
{
- switch (target) {
- case vertex_shader: return "vertex";
- case fragment_shader: return "fragment";
- case geometry_shader: return "geometry";
+ switch (stage) {
+ case MESA_SHADER_VERTEX: return "vertex";
+ case MESA_SHADER_FRAGMENT: return "fragment";
+ case MESA_SHADER_GEOMETRY: return "geometry";
}
assert(!"Should not get here.");
static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
/* API availability */
/* name GL ES supported flag */
+
+ /* ARB extensions go here, sorted alphabetically.
+ */
+ EXT(ARB_arrays_of_arrays, true, false, ARB_arrays_of_arrays),
+ EXT(ARB_compute_shader, true, false, ARB_compute_shader),
EXT(ARB_conservative_depth, true, false, ARB_conservative_depth),
EXT(ARB_draw_buffers, true, false, dummy_true),
EXT(ARB_draw_instanced, true, false, ARB_draw_instanced),
EXT(ARB_explicit_attrib_location, true, false, ARB_explicit_attrib_location),
+ EXT(ARB_explicit_uniform_location, true, false, ARB_explicit_uniform_location),
EXT(ARB_fragment_coord_conventions, true, false, ARB_fragment_coord_conventions),
- EXT(ARB_texture_rectangle, true, false, dummy_true),
- EXT(EXT_texture_array, true, false, EXT_texture_array),
- EXT(ARB_shader_texture_lod, true, false, ARB_shader_texture_lod),
- EXT(ARB_shader_stencil_export, true, false, ARB_shader_stencil_export),
- EXT(AMD_conservative_depth, true, false, ARB_conservative_depth),
- EXT(AMD_shader_stencil_export, true, false, ARB_shader_stencil_export),
- EXT(OES_texture_3D, false, true, EXT_texture3D),
- EXT(OES_EGL_image_external, false, true, OES_EGL_image_external),
+ EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
+ EXT(ARB_sample_shading, true, false, ARB_sample_shading),
+ EXT(ARB_separate_shader_objects, true, false, dummy_true),
+ EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
EXT(ARB_shader_bit_encoding, true, false, ARB_shader_bit_encoding),
- EXT(ARB_uniform_buffer_object, true, false, ARB_uniform_buffer_object),
- EXT(OES_standard_derivatives, false, true, OES_standard_derivatives),
- EXT(ARB_texture_cube_map_array, true, false, ARB_texture_cube_map_array),
- EXT(ARB_shading_language_packing, true, false, ARB_shading_language_packing),
+ EXT(ARB_shader_image_load_store, true, false, ARB_shader_image_load_store),
+ EXT(ARB_shader_stencil_export, true, false, ARB_shader_stencil_export),
+ EXT(ARB_shader_texture_lod, true, false, ARB_shader_texture_lod),
EXT(ARB_shading_language_420pack, true, false, ARB_shading_language_420pack),
+ EXT(ARB_shading_language_packing, true, false, ARB_shading_language_packing),
+ EXT(ARB_texture_cube_map_array, true, false, ARB_texture_cube_map_array),
+ EXT(ARB_texture_gather, true, false, ARB_texture_gather),
EXT(ARB_texture_multisample, true, false, ARB_texture_multisample),
+ EXT(ARB_texture_query_levels, true, false, ARB_texture_query_levels),
EXT(ARB_texture_query_lod, true, false, ARB_texture_query_lod),
- EXT(ARB_gpu_shader5, true, false, ARB_gpu_shader5),
+ EXT(ARB_texture_rectangle, true, false, dummy_true),
+ EXT(ARB_uniform_buffer_object, true, false, ARB_uniform_buffer_object),
+ EXT(ARB_viewport_array, true, false, ARB_viewport_array),
+
+ /* KHR extensions go here, sorted alphabetically.
+ */
+
+ /* OES extensions go here, sorted alphabetically.
+ */
+ EXT(OES_EGL_image_external, false, true, OES_EGL_image_external),
+ EXT(OES_standard_derivatives, false, true, OES_standard_derivatives),
+ EXT(OES_texture_3D, false, true, EXT_texture3D),
+
+ /* All other extensions go here, sorted alphabetically.
+ */
+ EXT(AMD_conservative_depth, true, false, ARB_conservative_depth),
+ EXT(AMD_shader_stencil_export, true, false, ARB_shader_stencil_export),
+ EXT(AMD_shader_trinary_minmax, true, false, dummy_true),
EXT(AMD_vertex_shader_layer, true, false, AMD_vertex_shader_layer),
+ EXT(EXT_separate_shader_objects, false, true, dummy_true),
+ EXT(EXT_shader_integer_mix, true, true, EXT_shader_integer_mix),
+ EXT(EXT_texture_array, true, false, EXT_texture_array),
};
#undef EXT
if (extension && extension->compatible_with_state(state)) {
extension->set_flags(state, behavior);
} else {
- static const char *const fmt = "extension `%s' unsupported in %s shader";
+ static const char fmt[] = "extension `%s' unsupported in %s shader";
if (behavior == extension_require) {
_mesa_glsl_error(name_locp, state, fmt,
- name, _mesa_glsl_shader_target_name(state->target));
+ name, _mesa_shader_stage_to_string(state->stage));
return false;
} else {
_mesa_glsl_warning(name_locp, state, fmt,
- name, _mesa_glsl_shader_target_name(state->target));
+ name, _mesa_shader_stage_to_string(state->stage));
}
}
}
}
-/**
- * Returns the name of the type of a column of a matrix. E.g.,
- *
- * "mat3" -> "vec3"
- * "mat4x2" -> "vec2"
- */
-static const char *
-_mesa_ast_get_matrix_column_type_name(const char *matrix_type_name)
-{
- static const char *vec_name[] = { "vec2", "vec3", "vec4" };
-
- /* The number of elements in a row of a matrix is specified by the last
- * character of the matrix type name.
- */
- long rows = strtol(matrix_type_name + strlen(matrix_type_name) - 1,
- NULL, 10);
- return vec_name[rows - 2];
-}
-
/**
* Recurses through <type> and <expr> if <expr> is an aggregate initializer
* and sets <expr>'s <constructor_type> field to <type>. Gives later functions
* doesn't contain sufficient information to determine if the types match.
*/
void
-_mesa_ast_set_aggregate_type(const ast_type_specifier *type,
- ast_expression *expr,
- _mesa_glsl_parse_state *state)
+_mesa_ast_set_aggregate_type(const glsl_type *type,
+ ast_expression *expr)
{
- void *ctx = state;
ast_aggregate_initializer *ai = (ast_aggregate_initializer *)expr;
- ai->constructor_type = (ast_type_specifier *)type;
-
- bool is_declaration = ai->constructor_type->structure != NULL;
- if (!is_declaration) {
- /* Look up <type> name in the symbol table to see if it's a struct. */
- const ast_type_specifier *struct_type =
- state->symbols->get_type_ast(type->type_name);
- ai->constructor_type->structure =
- struct_type ? new(ctx) ast_struct_specifier(*struct_type->structure)
- : NULL;
- }
+ ai->constructor_type = type;
/* If the aggregate is an array, recursively set its elements' types. */
- if (type->is_array) {
- /* We want to set the element type which is not an array itself, so make
- * a copy of the array type and set its is_array field to false.
+ if (type->is_array()) {
+ /* Each array element has the type type->element_type().
*
* E.g., if <type> if struct S[2] we want to set each element's type to
* struct S.
- *
- * FINISHME: Update when ARB_array_of_arrays is supported.
*/
- const ast_type_specifier *non_array_type =
- new(ctx) ast_type_specifier(type, false, NULL);
-
for (exec_node *expr_node = ai->expressions.head;
!expr_node->is_tail_sentinel();
expr_node = expr_node->next) {
link);
if (expr->oper == ast_aggregate)
- _mesa_ast_set_aggregate_type(non_array_type, expr, state);
+ _mesa_ast_set_aggregate_type(type->element_type(), expr);
}
/* If the aggregate is a struct, recursively set its fields' types. */
- } else if (ai->constructor_type->structure) {
- ai->constructor_type->structure->is_declaration = is_declaration;
+ } else if (type->is_record()) {
exec_node *expr_node = ai->expressions.head;
- /* Iterate through the struct's fields' declarations. E.g., iterate from
- * "float a, b" to "int c" in the struct below.
- *
- * struct {
- * float a, b;
- * int c;
- * } s;
- */
- for (exec_node *decl_list_node =
- ai->constructor_type->structure->declarations.head;
- !decl_list_node->is_tail_sentinel();
- decl_list_node = decl_list_node->next) {
- ast_declarator_list *decl_list = exec_node_data(ast_declarator_list,
- decl_list_node, link);
-
- for (exec_node *decl_node = decl_list->declarations.head;
- !decl_node->is_tail_sentinel() && !expr_node->is_tail_sentinel();
- decl_node = decl_node->next, expr_node = expr_node->next) {
- ast_declaration *decl = exec_node_data(ast_declaration, decl_node,
- link);
- ast_expression *expr = exec_node_data(ast_expression, expr_node,
- link);
-
- bool is_array = decl_list->type->specifier->is_array;
- ast_expression *array_size = decl_list->type->specifier->array_size;
-
- /* Recognize variable declarations with the bracketed size attached
- * to the type rather than the variable name as arrays. E.g.,
- *
- * float a[2];
- * float[2] b;
- *
- * are both arrays, but <a>'s array_size is decl->array_size, while
- * <b>'s array_size is decl_list->type->specifier->array_size.
- */
- if (!is_array) {
- /* FINISHME: Update when ARB_array_of_arrays is supported. */
- is_array = decl->is_array;
- array_size = decl->array_size;
- }
-
- /* Declaration shadows the <type> parameter. */
- ast_type_specifier *type =
- new(ctx) ast_type_specifier(decl_list->type->specifier,
- is_array, array_size);
+ /* Iterate through the struct's fields. */
+ for (unsigned i = 0; !expr_node->is_tail_sentinel() && i < type->length;
+ i++, expr_node = expr_node->next) {
+ ast_expression *expr = exec_node_data(ast_expression, expr_node,
+ link);
- if (expr->oper == ast_aggregate)
- _mesa_ast_set_aggregate_type(type, expr, state);
+ if (expr->oper == ast_aggregate) {
+ _mesa_ast_set_aggregate_type(type->fields.structure[i].type, expr);
}
}
- } else {
- /* If the aggregate is a matrix, set its columns' types. */
- const char *name;
- const glsl_type *const constructor_type =
- ai->constructor_type->glsl_type(&name, state);
-
- if (constructor_type->is_matrix()) {
- for (exec_node *expr_node = ai->expressions.head;
- !expr_node->is_tail_sentinel();
- expr_node = expr_node->next) {
- ast_expression *expr = exec_node_data(ast_expression, expr_node,
- link);
-
- /* Declaration shadows the <type> parameter. */
- ast_type_specifier *type = new(ctx)
- ast_type_specifier(_mesa_ast_get_matrix_column_type_name(name));
-
- if (expr->oper == ast_aggregate)
- _mesa_ast_set_aggregate_type(type, expr, state);
- }
+ /* If the aggregate is a matrix, set its columns' types. */
+ } else if (type->is_matrix()) {
+ for (exec_node *expr_node = ai->expressions.head;
+ !expr_node->is_tail_sentinel();
+ expr_node = expr_node->next) {
+ ast_expression *expr = exec_node_data(ast_expression, expr_node,
+ link);
+
+ if (expr->oper == ast_aggregate)
+ _mesa_ast_set_aggregate_type(type->column_type(), expr);
}
}
}
if (q->flags.q.centroid)
printf("centroid ");
+ if (q->flags.q.sample)
+ printf("sample ");
if (q->flags.q.uniform)
printf("uniform ");
if (q->flags.q.smooth)
ast_node::ast_node(void)
{
this->location.source = 0;
- this->location.line = 0;
- this->location.column = 0;
+ this->location.first_line = 0;
+ this->location.first_column = 0;
+ this->location.last_line = 0;
+ this->location.last_column = 0;
}
static void
-ast_opt_array_size_print(bool is_array, const ast_expression *array_size)
+ast_opt_array_dimensions_print(const ast_array_specifier *array_specifier)
{
- if (is_array) {
- printf("[ ");
-
- if (array_size)
- array_size->print();
-
- printf("] ");
- }
+ if (array_specifier)
+ array_specifier->print();
}
ast_expression::ast_expression(int oper,
ast_expression *ex0,
ast_expression *ex1,
- ast_expression *ex2)
+ ast_expression *ex2) :
+ primary_expression()
{
this->oper = ast_operators(oper);
this->subexpressions[0] = ex0;
type->print();
if (identifier)
printf("%s ", identifier);
- ast_opt_array_size_print(is_array, array_size);
+ ast_opt_array_dimensions_print(array_specifier);
}
ast_declaration::print(void) const
{
printf("%s ", identifier);
- ast_opt_array_size_print(is_array, array_size);
+ ast_opt_array_dimensions_print(array_specifier);
if (initializer) {
printf("= ");
}
-ast_declaration::ast_declaration(const char *identifier, bool is_array,
- ast_expression *array_size,
+ast_declaration::ast_declaration(const char *identifier,
+ ast_array_specifier *array_specifier,
ast_expression *initializer)
{
this->identifier = identifier;
- this->is_array = is_array;
- this->array_size = array_size;
+ this->array_specifier = array_specifier;
this->initializer = initializer;
}
if (type)
type->print();
- else
+ else if (invariant)
printf("invariant ");
+ else
+ printf("precise ");
foreach_list_const (ptr, & this->declarations) {
if (ptr != this->declarations.get_head())
{
this->type = type;
this->invariant = false;
- this->ubo_qualifiers_allowed = false;
+ this->precise = false;
}
void
set_shader_inout_layout(struct gl_shader *shader,
struct _mesa_glsl_parse_state *state)
{
- if (shader->Type != GL_GEOMETRY_SHADER) {
+ if (shader->Stage != MESA_SHADER_GEOMETRY) {
/* Should have been prevented by the parser. */
- assert(!state->gs_input_prim_type_specified);
+ assert(!state->in_qualifier->flags.i);
assert(!state->out_qualifier->flags.i);
- return;
}
- shader->Geom.VerticesOut = 0;
- if (state->out_qualifier->flags.q.max_vertices)
- shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
+ if (shader->Stage != MESA_SHADER_COMPUTE) {
+ /* Should have been prevented by the parser. */
+ assert(!state->cs_input_local_size_specified);
+ }
- if (state->gs_input_prim_type_specified) {
- shader->Geom.InputType = state->gs_input_prim_type;
- } else {
- shader->Geom.InputType = PRIM_UNKNOWN;
+ if (shader->Stage != MESA_SHADER_FRAGMENT) {
+ /* Should have been prevented by the parser. */
+ assert(!state->fs_uses_gl_fragcoord);
+ assert(!state->fs_redeclares_gl_fragcoord);
+ assert(!state->fs_pixel_center_integer);
+ assert(!state->fs_origin_upper_left);
}
- if (state->out_qualifier->flags.q.prim_type) {
- shader->Geom.OutputType = state->out_qualifier->prim_type;
- } else {
- shader->Geom.OutputType = PRIM_UNKNOWN;
+ switch (shader->Stage) {
+ case MESA_SHADER_GEOMETRY:
+ shader->Geom.VerticesOut = 0;
+ if (state->out_qualifier->flags.q.max_vertices)
+ shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
+
+ if (state->gs_input_prim_type_specified) {
+ shader->Geom.InputType = state->in_qualifier->prim_type;
+ } else {
+ shader->Geom.InputType = PRIM_UNKNOWN;
+ }
+
+ if (state->out_qualifier->flags.q.prim_type) {
+ shader->Geom.OutputType = state->out_qualifier->prim_type;
+ } else {
+ shader->Geom.OutputType = PRIM_UNKNOWN;
+ }
+
+ shader->Geom.Invocations = 0;
+ if (state->in_qualifier->flags.q.invocations)
+ shader->Geom.Invocations = state->in_qualifier->invocations;
+ break;
+
+ case MESA_SHADER_COMPUTE:
+ if (state->cs_input_local_size_specified) {
+ for (int i = 0; i < 3; i++)
+ shader->Comp.LocalSize[i] = state->cs_input_local_size[i];
+ } else {
+ for (int i = 0; i < 3; i++)
+ shader->Comp.LocalSize[i] = 0;
+ }
+ break;
+
+ case MESA_SHADER_FRAGMENT:
+ 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;
+ break;
+
+ default:
+ /* Nothing to do. */
+ break;
}
}
bool dump_ast, bool dump_hir)
{
struct _mesa_glsl_parse_state *state =
- new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
+ new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader);
const char *source = shader->Source;
state->error = glcpp_preprocess(state, &source, &state->info_log,
/* Print out the unoptimized IR. */
if (dump_hir) {
- _mesa_print_ir(shader->ir, state);
+ _mesa_print_ir(stdout, shader->ir, state);
}
}
if (!state->error && !shader->ir->is_empty()) {
struct gl_shader_compiler_options *options =
- &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)];
+ &ctx->ShaderCompilerOptions[shader->Stage];
/* 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, 32, options))
+ while (do_common_optimization(shader->ir, false, false, options,
+ ctx->Const.NativeIntegers))
;
validate_ir_tree(shader->ir);
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
- shader->InfoLog = state->info_log;
shader->IsES = state->es_shader;
-
- memcpy(shader->builtins_to_link, state->builtins_to_link,
- sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
- shader->num_builtins_to_link = state->num_builtins_to_link;
-
- if (shader->UniformBlocks)
- ralloc_free(shader->UniformBlocks);
- shader->NumUniformBlocks = state->num_uniform_blocks;
- shader->UniformBlocks = state->uniform_blocks;
- ralloc_steal(shader, shader->UniformBlocks);
+ shader->uses_builtin_functions = state->uses_builtin_functions;
if (!state->error)
set_shader_inout_layout(shader, state);
bool
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
- unsigned max_unroll_iterations,
- const struct gl_shader_compiler_options *options)
+ const struct gl_shader_compiler_options *options,
+ bool native_integers)
{
GLboolean progress = GL_FALSE;
progress = do_copy_propagation(ir) || progress;
progress = do_copy_propagation_elements(ir) || progress;
- if (options->PreferDP4 && !linked)
+ if (options->OptimizeForAOS && !linked)
progress = opt_flip_matrices(ir) || progress;
+ if (linked && options->OptimizeForAOS) {
+ progress = do_vectorize(ir) || progress;
+ }
+
if (linked)
progress = do_dead_code(ir, uniform_locations_assigned) || progress;
else
else
progress = do_constant_variable_unlinked(ir) || progress;
progress = do_constant_folding(ir) || progress;
- progress = do_algebraic(ir) || progress;
+ progress = do_cse(ir) || progress;
+ progress = do_rebalance_tree(ir) || progress;
+ progress = do_algebraic(ir, native_integers, options) || progress;
progress = do_lower_jumps(ir) || progress;
progress = do_vec_index_to_swizzle(ir) || progress;
progress = lower_vector_insert(ir, false) || progress;
loop_state *ls = analyze_loop_variables(ir);
if (ls->loop_found) {
progress = set_loop_controls(ir, ls) || progress;
- progress = unroll_loops(ir, ls, max_unroll_iterations) || progress;
+ progress = unroll_loops(ir, ls, options) || progress;
}
delete ls;
void
_mesa_destroy_shader_compiler_caches(void)
{
- _mesa_glsl_release_functions();
+ _mesa_glsl_release_builtin_functions();
}
}