glsl: add the patch in/out qualifier (v2)
[mesa.git] / src / glsl / glsl_parser_extras.cpp
index 5772d1389e15f3c1222f3b8ea0826c768530cbad..8979d3b49b6d028ceb48e544b304e2d6ba30ac45 100644 (file)
 #include <string.h>
 #include <assert.h>
 
-extern "C" {
 #include "main/core.h" /* for struct gl_context */
 #include "main/context.h"
 #include "main/shaderobj.h"
 #include "util/u_atomic.h" /* for p_atomic_cmpxchg */
-}
-
 #include "util/ralloc.h"
 #include "ast.h"
 #include "glsl_parser_extras.h"
@@ -51,7 +48,7 @@ glsl_compute_version_string(void *mem_ctx, bool is_es, unsigned version)
 
 
 static const unsigned known_desktop_glsl_versions[] =
-   { 110, 120, 130, 140, 150, 330, 400, 410, 420, 430, 440 };
+   { 110, 120, 130, 140, 150, 330, 400, 410, 420, 430, 440, 450 };
 
 
 _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
@@ -76,8 +73,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->uses_builtin_functions = false;
 
    /* Set default language version and extensions */
-   this->language_version = ctx->Const.ForceGLSLVersion ?
-                            ctx->Const.ForceGLSLVersion : 110;
+   this->language_version = 110;
+   this->forced_language_version = ctx->Const.ForceGLSLVersion;
    this->es_shader = false;
    this->ARB_texture_rectangle_enable = true;
 
@@ -120,11 +117,21 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->Const.MaxFragmentAtomicCounters = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
    this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters;
    this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings;
+   this->Const.MaxVertexAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers;
+   this->Const.MaxGeometryAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers;
+   this->Const.MaxFragmentAtomicCounterBuffers =
+      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+   this->Const.MaxCombinedAtomicCounterBuffers =
+      ctx->Const.MaxCombinedAtomicBuffers;
+   this->Const.MaxAtomicCounterBufferSize =
+      ctx->Const.MaxAtomicBufferSize;
 
    /* Compute shader constants */
-   for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupCount); i++)
+   for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupCount); i++)
       this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[i];
-   for (unsigned i = 0; i < Elements(this->Const.MaxComputeWorkGroupSize); i++)
+   for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupSize); i++)
       this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i];
 
    this->Const.MaxImageUnits = ctx->Const.MaxImageUnits;
@@ -135,6 +142,12 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->Const.MaxFragmentImageUniforms = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms;
    this->Const.MaxCombinedImageUniforms = ctx->Const.MaxCombinedImageUniforms;
 
+   /* ARB_viewport_array */
+   this->Const.MaxViewports = ctx->Const.MaxViewports;
+
+   /* tessellation shader constants */
+   this->Const.MaxPatchVertices = ctx->Const.MaxPatchVertices;
+
    this->current_function = NULL;
    this->toplevel_ir = NULL;
    this->found_return = false;
@@ -142,6 +155,12 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->user_structures = NULL;
    this->num_user_structures = 0;
 
+   /* supported_versions should be large enough to support the known desktop
+    * GLSL versions plus 3 GLES versions (ES 1.00, ES 3.00, and ES 3.10))
+    */
+   STATIC_ASSERT((ARRAY_SIZE(known_desktop_glsl_versions) + 3) ==
+                 ARRAY_SIZE(this->supported_versions));
+
    /* 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
@@ -169,8 +188,11 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
       this->supported_versions[this->num_supported_versions].es = true;
       this->num_supported_versions++;
    }
-   assert(this->num_supported_versions
-          <= ARRAY_SIZE(this->supported_versions));
+   if (_mesa_is_gles31(ctx)) {
+      this->supported_versions[this->num_supported_versions].ver = 310;
+      this->supported_versions[this->num_supported_versions].es = true;
+      this->num_supported_versions++;
+   }
 
    /* Create a string for use in error messages to tell the user which GLSL
     * versions are supported.
@@ -205,10 +227,11 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->fs_redeclares_gl_fragcoord_with_no_layout_qualifiers = false;
 
    this->gs_input_prim_type_specified = false;
+   this->tcs_output_vertices_specified = false;
    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;
+   this->fs_early_fragment_tests = false;
    memset(this->atomic_counter_offsets, 0,
           sizeof(this->atomic_counter_offsets));
    this->allow_extension_directive_midshader =
@@ -316,11 +339,14 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version,
       this->ARB_texture_rectangle_enable = false;
    }
 
-   this->language_version = version;
+   if (this->forced_language_version)
+      this->language_version = this->forced_language_version;
+   else
+      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
+      if (this->supported_versions[i].ver == this->language_version
           && this->supported_versions[i].es == this->es_shader) {
          supported = true;
          break;
@@ -366,10 +392,31 @@ _mesa_shader_stage_to_string(unsigned stage)
    case MESA_SHADER_VERTEX:   return "vertex";
    case MESA_SHADER_FRAGMENT: return "fragment";
    case MESA_SHADER_GEOMETRY: return "geometry";
+   case MESA_SHADER_COMPUTE:  return "compute";
+   case MESA_SHADER_TESS_CTRL: return "tess ctrl";
+   case MESA_SHADER_TESS_EVAL: return "tess eval";
    }
 
-   assert(!"Should not get here.");
-   return "unknown";
+   unreachable("Unknown shader stage.");
+}
+
+/**
+ * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
+ * for debug printouts and error messages.
+ */
+const char *
+_mesa_shader_stage_to_abbrev(unsigned stage)
+{
+   switch (stage) {
+   case MESA_SHADER_VERTEX:   return "VS";
+   case MESA_SHADER_FRAGMENT: return "FS";
+   case MESA_SHADER_GEOMETRY: return "GS";
+   case MESA_SHADER_COMPUTE:  return "CS";
+   case MESA_SHADER_TESS_CTRL: return "TCS";
+   case MESA_SHADER_TESS_EVAL: return "TES";
+   }
+
+   unreachable("Unknown shader stage.");
 }
 
 /* This helper function will append the given message to the shader's
@@ -512,34 +559,39 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
 
    /* 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_derivative_control,         true,  false,     ARB_derivative_control),
-   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_fragment_layer_viewport,    true,  false,     ARB_fragment_layer_viewport),
-   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_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_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),
+   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_derivative_control,           true,  false,     ARB_derivative_control),
+   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_fragment_layer_viewport,      true,  false,     ARB_fragment_layer_viewport),
+   EXT(ARB_gpu_shader5,                  true,  false,     ARB_gpu_shader5),
+   EXT(ARB_gpu_shader_fp64,              true,  false,     ARB_gpu_shader_fp64),
+   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_shader_image_load_store,      true,  false,     ARB_shader_image_load_store),
+   EXT(ARB_shader_precision,             true,  false,     ARB_shader_precision),
+   EXT(ARB_shader_stencil_export,        true,  false,     ARB_shader_stencil_export),
+   EXT(ARB_shader_storage_buffer_object, true,  false,     ARB_shader_storage_buffer_object),
+   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_tessellation_shader,          true,  false,     ARB_tessellation_shader),
+   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_texture_rectangle,            true,  false,     dummy_true),
+   EXT(ARB_uniform_buffer_object,        true,  false,     ARB_uniform_buffer_object),
+   EXT(ARB_vertex_attrib_64bit,          true,  false,     ARB_vertex_attrib_64bit),
+   EXT(ARB_viewport_array,               true,  false,     ARB_viewport_array),
 
    /* KHR extensions go here, sorted alphabetically.
     */
@@ -557,6 +609,7 @@ static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
    EXT(AMD_shader_trinary_minmax,      true,  false,     dummy_true),
    EXT(AMD_vertex_shader_layer,        true,  false,     AMD_vertex_shader_layer),
    EXT(AMD_vertex_shader_viewport_index, true,  false,   AMD_vertex_shader_viewport_index),
+   EXT(EXT_draw_buffers,               false,  true,     dummy_true),
    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),
@@ -612,7 +665,7 @@ void _mesa_glsl_extension::set_flags(_mesa_glsl_parse_state *state,
  */
 static const _mesa_glsl_extension *find_extension(const char *name)
 {
-   for (unsigned i = 0; i < Elements(_mesa_glsl_supported_extensions); ++i) {
+   for (unsigned i = 0; i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
       if (strcmp(name, _mesa_glsl_supported_extensions[i].name) == 0) {
          return &_mesa_glsl_supported_extensions[i];
       }
@@ -650,7 +703,7 @@ _mesa_glsl_process_extension(const char *name, YYLTYPE *name_locp,
         return false;
       } else {
          for (unsigned i = 0;
-              i < Elements(_mesa_glsl_supported_extensions); ++i) {
+              i < ARRAY_SIZE(_mesa_glsl_supported_extensions); ++i) {
             const _mesa_glsl_extension *extension
                = &_mesa_glsl_supported_extensions[i];
             if (extension->compatible_with_state(state)) {
@@ -735,7 +788,7 @@ _mesa_ast_set_aggregate_type(const glsl_type *type,
 
    /* If the aggregate is an array, recursively set its elements' types. */
    if (type->is_array()) {
-      /* Each array element has the type type->element_type().
+      /* Each array element has the type type->fields.array.
        *
        * E.g., if <type> if struct S[2] we want to set each element's type to
        * struct S.
@@ -747,7 +800,7 @@ _mesa_ast_set_aggregate_type(const glsl_type *type,
                                                link);
 
          if (expr->oper == ast_aggregate)
-            _mesa_ast_set_aggregate_type(type->element_type(), expr);
+            _mesa_ast_set_aggregate_type(type->fields.array, expr);
       }
 
    /* If the aggregate is a struct, recursively set its fields' types. */
@@ -808,8 +861,12 @@ _mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
       printf("centroid ");
    if (q->flags.q.sample)
       printf("sample ");
+   if (q->flags.q.patch)
+      printf("patch ");
    if (q->flags.q.uniform)
       printf("uniform ");
+   if (q->flags.q.buffer)
+      printf("buffer ");
    if (q->flags.q.smooth)
       printf("smooth ");
    if (q->flags.q.flat)
@@ -955,6 +1012,10 @@ ast_expression::print(void) const
       printf("%f ", primary_expression.float_constant);
       break;
 
+   case ast_double_constant:
+      printf("%f ", primary_expression.double_constant);
+      break;
+
    case ast_bool_constant:
       printf("%s ",
             primary_expression.bool_constant
@@ -1370,8 +1431,12 @@ static void
 set_shader_inout_layout(struct gl_shader *shader,
                     struct _mesa_glsl_parse_state *state)
 {
-   if (shader->Stage != MESA_SHADER_GEOMETRY) {
-      /* Should have been prevented by the parser. */
+   /* Should have been prevented by the parser. */
+   if (shader->Stage == MESA_SHADER_TESS_CTRL) {
+      assert(!state->in_qualifier->flags.i);
+   } else if (shader->Stage == MESA_SHADER_TESS_EVAL) {
+      assert(!state->out_qualifier->flags.i);
+   } else if (shader->Stage != MESA_SHADER_GEOMETRY) {
       assert(!state->in_qualifier->flags.i);
       assert(!state->out_qualifier->flags.i);
    }
@@ -1387,9 +1452,32 @@ set_shader_inout_layout(struct gl_shader *shader,
       assert(!state->fs_redeclares_gl_fragcoord);
       assert(!state->fs_pixel_center_integer);
       assert(!state->fs_origin_upper_left);
+      assert(!state->fs_early_fragment_tests);
    }
 
    switch (shader->Stage) {
+   case MESA_SHADER_TESS_CTRL:
+      shader->TessCtrl.VerticesOut = 0;
+      if (state->tcs_output_vertices_specified)
+         shader->TessCtrl.VerticesOut = state->out_qualifier->vertices;
+      break;
+   case MESA_SHADER_TESS_EVAL:
+      shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+      if (state->in_qualifier->flags.q.prim_type)
+         shader->TessEval.PrimitiveMode = state->in_qualifier->prim_type;
+
+      shader->TessEval.Spacing = 0;
+      if (state->in_qualifier->flags.q.vertex_spacing)
+         shader->TessEval.Spacing = state->in_qualifier->vertex_spacing;
+
+      shader->TessEval.VertexOrder = 0;
+      if (state->in_qualifier->flags.q.ordering)
+         shader->TessEval.VertexOrder = state->in_qualifier->ordering;
+
+      shader->TessEval.PointMode = -1;
+      if (state->in_qualifier->flags.q.point_mode)
+         shader->TessEval.PointMode = state->in_qualifier->point_mode;
+      break;
    case MESA_SHADER_GEOMETRY:
       shader->Geom.VerticesOut = 0;
       if (state->out_qualifier->flags.q.max_vertices)
@@ -1429,6 +1517,7 @@ set_shader_inout_layout(struct gl_shader *shader,
       shader->origin_upper_left = state->fs_origin_upper_left;
       shader->ARB_fragment_coord_conventions_enable =
          state->ARB_fragment_coord_conventions_enable;
+      shader->EarlyFragmentTests = state->fs_early_fragment_tests;
       break;
 
    default:
@@ -1599,6 +1688,7 @@ do_common_optimization(exec_list *ir, bool linked,
    }
    progress = do_if_simplification(ir) || progress;
    progress = opt_flatten_nested_if_blocks(ir) || progress;
+   progress = opt_conditional_discard(ir) || progress;
    progress = do_copy_propagation(ir) || progress;
    progress = do_copy_propagation_elements(ir) || progress;