extern "C" {
#include "main/core.h" /* for struct gl_context */
+#include "main/context.h"
+#include "main/shaderobj.h"
}
#include "ralloc.h"
#include "ir_optimization.h"
#include "loop_analysis.h"
+/**
+ * Format a short human-readable description of the given GLSL version.
+ */
+const char *
+glsl_compute_version_string(void *mem_ctx, bool is_es, unsigned version)
+{
+ return ralloc_asprintf(mem_ctx, "GLSL%s %d.%02d", is_es ? " ES" : "",
+ version / 100, version % 100);
+}
+
+
+static unsigned known_desktop_glsl_versions[] =
+ { 110, 120, 130, 140, 150, 330, 400, 410, 420, 430 };
+
+
_mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
GLenum target, void *mem_ctx)
: ctx(_ctx)
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.MaxVertexTextureImageUnits;
+ this->Const.MaxVertexTextureImageUnits = ctx->Const.VertexProgram.MaxTextureImageUnits;
this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits;
- this->Const.MaxTextureImageUnits = ctx->Const.MaxTextureImageUnits;
+ this->Const.MaxTextureImageUnits = ctx->Const.FragmentProgram.MaxTextureImageUnits;
this->Const.MaxFragmentUniformComponents = ctx->Const.FragmentProgram.MaxUniformComponents;
+ this->Const.MinProgramTexelOffset = ctx->Const.MinProgramTexelOffset;
+ this->Const.MaxProgramTexelOffset = ctx->Const.MaxProgramTexelOffset;
this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers;
- /* Note: Once the OpenGL 3.0 'forward compatible' context or the OpenGL 3.2
- * Core context is supported, this logic will need change. Older versions of
- * GLSL are no longer supported outside the compatibility contexts of 3.x.
+ /* 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
+ * change. Older versions of GLSL are no longer supported
+ * outside the compatibility contexts of 3.x.
*/
- this->Const.GLSL_100ES = (ctx->API == API_OPENGLES2)
- || ctx->Extensions.ARB_ES2_compatibility;
- this->Const.GLSL_110 = (ctx->API == API_OPENGL);
- this->Const.GLSL_120 = (ctx->API == API_OPENGL)
- && (ctx->Const.GLSLVersion >= 120);
- this->Const.GLSL_130 = (ctx->API == API_OPENGL)
- && (ctx->Const.GLSLVersion >= 130);
- this->Const.GLSL_140 = (ctx->API == API_OPENGL)
- && (ctx->Const.GLSLVersion >= 140);
-
- const unsigned lowest_version =
- (ctx->API == API_OPENGLES2) || ctx->Extensions.ARB_ES2_compatibility
- ? 100 : 110;
- const unsigned highest_version =
- (ctx->API == API_OPENGL) ? ctx->Const.GLSLVersion : 100;
- char *supported = ralloc_strdup(this, "");
+ this->num_supported_versions = 0;
+ if (_mesa_is_desktop_gl(ctx)) {
+ for (unsigned i = 0; i < ARRAY_SIZE(known_desktop_glsl_versions); i++) {
+ if (known_desktop_glsl_versions[i] <= ctx->Const.GLSLVersion) {
+ this->supported_versions[this->num_supported_versions].ver
+ = known_desktop_glsl_versions[i];
+ this->supported_versions[this->num_supported_versions].es = false;
+ this->num_supported_versions++;
+ }
+ }
+ }
+ if (ctx->API == API_OPENGLES2 || ctx->Extensions.ARB_ES2_compatibility) {
+ this->supported_versions[this->num_supported_versions].ver = 100;
+ this->supported_versions[this->num_supported_versions].es = true;
+ this->num_supported_versions++;
+ }
+ if (_mesa_is_gles3(ctx) || ctx->Extensions.ARB_ES3_compatibility) {
+ this->supported_versions[this->num_supported_versions].ver = 300;
+ this->supported_versions[this->num_supported_versions].es = true;
+ this->num_supported_versions++;
+ }
+ assert(this->num_supported_versions
+ <= ARRAY_SIZE(this->supported_versions));
- for (unsigned ver = lowest_version; ver <= highest_version; ver += 10) {
- const char *const prefix = (ver == lowest_version)
+ /* Create a string for use in error messages to tell the user which GLSL
+ * versions are supported.
+ */
+ char *supported = ralloc_strdup(this, "");
+ for (unsigned i = 0; i < this->num_supported_versions; i++) {
+ unsigned ver = this->supported_versions[i].ver;
+ const char *const prefix = (i == 0)
? ""
- : ((ver == highest_version) ? ", and " : ", ");
+ : ((i == this->num_supported_versions - 1) ? ", and " : ", ");
+ const char *const suffix = (this->supported_versions[i].es) ? " ES" : "";
- ralloc_asprintf_append(& supported, "%s%d.%02d%s",
+ ralloc_asprintf_append(& supported, "%s%u.%02u%s",
prefix,
ver / 100, ver % 100,
- (ver == 100) ? " ES" : "");
+ suffix);
}
this->supported_version_string = supported;
if (ctx->Const.ForceGLSLExtensionsWarn)
_mesa_glsl_process_extension("all", NULL, "warn", NULL, this);
+
+ this->default_uniform_qualifier = new(this) ast_type_qualifier();
+ this->default_uniform_qualifier->flags.q.shared = 1;
+ this->default_uniform_qualifier->flags.q.column_major = 1;
+}
+
+/**
+ * Determine whether the current GLSL version is sufficiently high to support
+ * a certain feature, and generate an error message if it isn't.
+ *
+ * \param required_glsl_version and \c required_glsl_es_version are
+ * interpreted as they are in _mesa_glsl_parse_state::is_version().
+ *
+ * \param locp is the parser location where the error should be reported.
+ *
+ * \param fmt (and additional arguments) constitute a printf-style error
+ * message to report if the version check fails. Information about the
+ * current and required GLSL versions will be appended. So, for example, if
+ * the GLSL version being compiled is 1.20, and check_version(130, 300, locp,
+ * "foo unsupported") is called, the error message will be "foo unsupported in
+ * GLSL 1.20 (GLSL 1.30 or GLSL 3.00 ES required)".
+ */
+bool
+_mesa_glsl_parse_state::check_version(unsigned required_glsl_version,
+ unsigned required_glsl_es_version,
+ YYLTYPE *locp, const char *fmt, ...)
+{
+ if (this->is_version(required_glsl_version, required_glsl_es_version))
+ return true;
+
+ va_list args;
+ va_start(args, fmt);
+ char *problem = ralloc_vasprintf(this, fmt, args);
+ va_end(args);
+ const char *glsl_version_string
+ = glsl_compute_version_string(this, false, required_glsl_version);
+ const char *glsl_es_version_string
+ = glsl_compute_version_string(this, true, required_glsl_es_version);
+ const char *requirement_string = "";
+ if (required_glsl_version && required_glsl_es_version) {
+ requirement_string = ralloc_asprintf(this, " (%s or %s required)",
+ glsl_version_string,
+ glsl_es_version_string);
+ } else if (required_glsl_version) {
+ requirement_string = ralloc_asprintf(this, " (%s required)",
+ glsl_version_string);
+ } else if (required_glsl_es_version) {
+ requirement_string = ralloc_asprintf(this, " (%s required)",
+ glsl_es_version_string);
+ }
+ _mesa_glsl_error(locp, this, "%s in %s%s.",
+ problem, this->get_version_string(),
+ requirement_string);
+
+ return false;
+}
+
+/**
+ * Process a GLSL #version directive.
+ *
+ * \param version is the integer that follows the #version token.
+ *
+ * \param ident is a string identifier that follows the integer, if any is
+ * present. Otherwise NULL.
+ */
+void
+_mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
+ const char *ident)
+{
+ bool es_token_present = false;
+ if (ident) {
+ if (strcmp(ident, "es") == 0) {
+ es_token_present = true;
+ } else if (version >= 150) {
+ if (strcmp(ident, "core") == 0) {
+ /* Accept the token. There's no need to record that this is
+ * 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.\n");
+ } else {
+ _mesa_glsl_error(locp, this,
+ "\"%s\" is not a valid shading language profile; "
+ "if present, it must be \"core\".\n", ident);
+ }
+ } else {
+ _mesa_glsl_error(locp, this,
+ "Illegal text following version number\n");
+ }
+ }
+
+ this->es_shader = es_token_present;
+ if (version == 100) {
+ if (es_token_present) {
+ _mesa_glsl_error(locp, this,
+ "GLSL 1.00 ES should be selected using "
+ "`#version 100'\n");
+ } else {
+ this->es_shader = true;
+ }
+ }
+
+ this->language_version = version;
+
+ bool supported = false;
+ for (unsigned i = 0; i < this->num_supported_versions; i++) {
+ if (this->supported_versions[i].ver == (unsigned) version
+ && this->supported_versions[i].es == this->es_shader) {
+ supported = true;
+ break;
+ }
+ }
+
+ if (!supported) {
+ _mesa_glsl_error(locp, this, "%s is not supported. "
+ "Supported versions are: %s\n",
+ this->get_version_string(),
+ this->supported_version_string);
+
+ /* On exit, the language_version must be set to a valid value.
+ * Later calls to _mesa_glsl_initialize_types will misbehave if
+ * the version is invalid.
+ */
+ switch (this->ctx->API) {
+ case API_OPENGL_COMPAT:
+ case API_OPENGL_CORE:
+ this->language_version = this->ctx->Const.GLSLVersion;
+ break;
+
+ case API_OPENGLES:
+ assert(!"Should not get here.");
+ /* FALLTHROUGH */
+
+ case API_OPENGLES2:
+ this->language_version = 100;
+ 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.
+ */
const char *
_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
{
'id' is the implementation-defined ID of the given message. */
static void
_mesa_glsl_msg(const YYLTYPE *locp, _mesa_glsl_parse_state *state,
- GLenum type, GLuint id, const char *fmt, va_list ap)
+ GLenum type, const char *fmt, va_list ap)
{
- bool error = (type == GL_DEBUG_TYPE_ERROR_ARB);
+ bool error = (type == MESA_DEBUG_TYPE_ERROR);
+ GLuint msg_id = 0;
assert(state->info_log != NULL);
const char *const msg = &state->info_log[msg_offset];
struct gl_context *ctx = state->ctx;
+
/* Report the error via GL_ARB_debug_output. */
- if (error)
- _mesa_shader_debug(ctx, type, id, msg, strlen(msg));
+ _mesa_shader_debug(ctx, type, &msg_id, msg, strlen(msg));
ralloc_strcat(&state->info_log, "\n");
}
const char *fmt, ...)
{
va_list ap;
- GLenum type = GL_DEBUG_TYPE_ERROR_ARB;
state->error = true;
va_start(ap, fmt);
- _mesa_glsl_msg(locp, state, type, SHADER_ERROR_UNKNOWN, fmt, ap);
+ _mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_ERROR, fmt, ap);
va_end(ap);
}
const char *fmt, ...)
{
va_list ap;
- GLenum type = GL_DEBUG_TYPE_OTHER_ARB;
va_start(ap, fmt);
- _mesa_glsl_msg(locp, state, type, 0, fmt, ap);
+ _mesa_glsl_msg(locp, state, MESA_DEBUG_TYPE_OTHER, fmt, ap);
va_end(ap);
}
EXT(OES_EGL_image_external, true, false, true, false, true, OES_EGL_image_external),
EXT(ARB_shader_bit_encoding, true, true, true, true, false, ARB_shader_bit_encoding),
EXT(ARB_uniform_buffer_object, true, false, true, true, false, ARB_uniform_buffer_object),
+ EXT(OES_standard_derivatives, false, false, true, false, true, OES_standard_derivatives),
+ EXT(ARB_texture_cube_map_array, true, false, true, true, false, ARB_texture_cube_map_array),
+ EXT(ARB_shading_language_packing, true, false, true, true, false, ARB_shading_language_packing),
+ EXT(ARB_shading_language_420pack, true, true, true, true, false, ARB_shading_language_420pack),
+ EXT(ARB_texture_multisample, true, false, true, true, false, ARB_texture_multisample),
+ EXT(ARB_texture_query_lod, false, false, true, true, false, ARB_texture_query_lod),
+ EXT(ARB_gpu_shader5, true, true, true, true, false, ARB_gpu_shader5),
+ EXT(AMD_vertex_shader_layer, true, false, false, true, false, AMD_vertex_shader_layer),
};
#undef EXT
}
-ast_declaration::ast_declaration(const char *identifier, int is_array,
+ast_declaration::ast_declaration(const char *identifier, bool is_array,
ast_expression *array_size,
ast_expression *initializer)
{
{
this->type = type;
this->invariant = false;
+ this->ubo_qualifiers_valid = false;
}
void
ast_struct_specifier::ast_struct_specifier(const char *identifier,
- ast_node *declarator_list)
+ ast_declarator_list *declarator_list)
{
if (identifier == NULL) {
static unsigned anon_count = 1;
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
}
+extern "C" {
+
+void
+_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
+ bool dump_ast, bool dump_hir)
+{
+ struct _mesa_glsl_parse_state *state =
+ new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
+ const char *source = shader->Source;
+
+ state->error = glcpp_preprocess(state, &source, &state->info_log,
+ &ctx->Extensions, ctx);
+
+ if (!state->error) {
+ _mesa_glsl_lexer_ctor(state, source);
+ _mesa_glsl_parse(state);
+ _mesa_glsl_lexer_dtor(state);
+ }
+
+ if (dump_ast) {
+ foreach_list_const(n, &state->translation_unit) {
+ ast_node *ast = exec_node_data(ast_node, n, link);
+ ast->print();
+ }
+ printf("\n\n");
+ }
+
+ ralloc_free(shader->ir);
+ shader->ir = new(shader) exec_list;
+ if (!state->error && !state->translation_unit.is_empty())
+ _mesa_ast_to_hir(shader->ir, state);
+
+ if (!state->error) {
+ validate_ir_tree(shader->ir);
+
+ /* Print out the unoptimized IR. */
+ if (dump_hir) {
+ _mesa_print_ir(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)];
+
+ /* 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))
+ ;
+
+ validate_ir_tree(shader->ir);
+ }
+
+ if (shader->InfoLog)
+ ralloc_free(shader->InfoLog);
+
+ shader->symbols = state->symbols;
+ 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);
+
+ /* Retain any live IR, but trash the rest. */
+ reparent_ir(shader->ir, shader->ir);
+
+ ralloc_free(state);
+}
+
+} /* extern "C" */
/**
* Do the set of common optimizations passes
*
* The setting of this flag only matters if
* \c linked is \c true.
* \param max_unroll_iterations Maximum number of loop iterations to be
- * unrolled. Setting to 0 forces all loops
- * to be unrolled.
+ * unrolled. Setting to 0 disables loop
+ * unrolling.
+ * \param options The driver's preferred shader options.
*/
bool
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
- unsigned max_unroll_iterations)
+ unsigned max_unroll_iterations,
+ const struct gl_shader_compiler_options *options)
{
GLboolean progress = GL_FALSE;
progress = do_structure_splitting(ir) || progress;
}
progress = do_if_simplification(ir) || progress;
+ progress = opt_flatten_nested_if_blocks(ir) || progress;
progress = do_copy_propagation(ir) || progress;
progress = do_copy_propagation_elements(ir) || progress;
+
+ if (options->PreferDP4 && !linked)
+ progress = opt_flip_matrices(ir) || progress;
+
if (linked)
progress = do_dead_code(ir, uniform_locations_assigned) || progress;
else
progress = do_algebraic(ir) || progress;
progress = do_lower_jumps(ir) || progress;
progress = do_vec_index_to_swizzle(ir) || progress;
+ progress = lower_vector_insert(ir, false) || progress;
progress = do_swizzle_swizzle(ir) || progress;
progress = do_noop_swizzle(ir) || progress;