#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 "ralloc.h"
+#include "util/u_atomic.h" /* for p_atomic_cmpxchg */
+#include "util/ralloc.h"
#include "ast.h"
#include "glsl_parser_extras.h"
#include "glsl_parser.h"
}
-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, 450 };
_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->num_builtins_to_link = 0;
+ this->struct_specifier_depth = 0;
+
+ this->uses_builtin_functions = false;
/* Set default language version and extensions */
this->language_version = 110;
+ this->forced_language_version = ctx->Const.ForceGLSLVersion;
this->es_shader = false;
this->ARB_texture_rectangle_enable = true;
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;
+ 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 < ARRAY_SIZE(this->Const.MaxComputeWorkGroupCount); i++)
+ this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[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;
+ 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;
+
+ /* ARB_viewport_array */
+ this->Const.MaxViewports = ctx->Const.MaxViewports;
+
+ 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;
+
+ /* 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
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.
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;
+
+ 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_size = 0;
+ this->in_qualifier = new(this) ast_type_qualifier();
+ this->out_qualifier = new(this) ast_type_qualifier();
+ this->fs_early_fragment_tests = false;
+ memset(this->atomic_counter_offsets, 0,
+ sizeof(this->atomic_counter_offsets));
+ this->allow_extension_directive_midshader =
+ ctx->Const.AllowGLSLExtensionDirectiveMidShader;
}
/**
requirement_string = ralloc_asprintf(this, " (%s required)",
glsl_es_version_string);
}
- _mesa_glsl_error(locp, this, "%s in %s%s.",
+ _mesa_glsl_error(locp, this, "%s in %s%s",
problem, this->get_version_string(),
requirement_string);
*/
} else if (strcmp(ident, "compatibility") == 0) {
_mesa_glsl_error(locp, this,
- "The compatibility profile is not supported.\n");
+ "the compatibility profile is not supported");
} else {
_mesa_glsl_error(locp, this,
"\"%s\" is not a valid shading language profile; "
- "if present, it must be \"core\".\n", ident);
+ "if present, it must be \"core\"", ident);
}
} else {
_mesa_glsl_error(locp, this,
- "Illegal text following version number\n");
+ "illegal text following version number");
}
}
if (es_token_present) {
_mesa_glsl_error(locp, this,
"GLSL 1.00 ES should be selected using "
- "`#version 100'\n");
+ "`#version 100'");
} else {
this->es_shader = true;
}
}
- this->language_version = version;
+ if (this->es_shader) {
+ this->ARB_texture_rectangle_enable = false;
+ }
+
+ 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;
if (!supported) {
_mesa_glsl_error(locp, this, "%s is not supported. "
- "Supported versions are: %s\n",
+ "Supported versions are: %s",
this->get_version_string(),
this->supported_version_string);
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.
+ * Translate a gl_shader_stage to a short shader stage name for debug
+ * printouts and error messages.
*/
const char *
-_mesa_glsl_shader_target_name(GLenum type)
+_mesa_shader_stage_to_string(unsigned stage)
{
- 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";
+ switch (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";
}
-}
-} /* extern "C" */
+ unreachable("Unknown shader stage.");
+}
/**
- * Overloaded C++ variant usable within the compiler for translating
- * our internal enum into short stage names.
+ * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
+ * for debug printouts and error messages.
*/
const char *
-_mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target)
+_mesa_shader_stage_to_abbrev(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 "VS";
+ case MESA_SHADER_FRAGMENT: return "FS";
+ case MESA_SHADER_GEOMETRY: return "GS";
+ case MESA_SHADER_COMPUTE: return "CS";
}
- assert(!"Should not get here.");
- return "unknown";
+ unreachable("Unknown shader stage.");
}
/* This helper function will append the given message to the shader's
*/
const char *name;
- /** True if this extension is available to vertex shaders */
- bool avail_in_VS;
-
- /** True if this extension is available to geometry shaders */
- bool avail_in_GS;
-
- /** True if this extension is available to fragment shaders */
- bool avail_in_FS;
-
/** True if this extension is available to desktop GL shaders */
bool avail_in_GL;
void set_flags(_mesa_glsl_parse_state *state, ext_behavior behavior) const;
};
-#define EXT(NAME, VS, GS, FS, GL, ES, SUPPORTED_FLAG) \
- { "GL_" #NAME, VS, GS, FS, GL, ES, &gl_extensions::SUPPORTED_FLAG, \
- &_mesa_glsl_parse_state::NAME##_enable, \
+#define EXT(NAME, GL, ES, SUPPORTED_FLAG) \
+ { "GL_" #NAME, GL, ES, &gl_extensions::SUPPORTED_FLAG, \
+ &_mesa_glsl_parse_state::NAME##_enable, \
&_mesa_glsl_parse_state::NAME##_warn }
/**
* and the conditions under which they are supported.
*/
static const _mesa_glsl_extension _mesa_glsl_supported_extensions[] = {
- /* target availability API availability */
- /* name VS GS FS GL ES supported flag */
- EXT(ARB_conservative_depth, false, false, true, true, false, ARB_conservative_depth),
- EXT(ARB_draw_buffers, false, false, true, true, false, dummy_true),
- EXT(ARB_draw_instanced, true, false, false, true, false, ARB_draw_instanced),
- EXT(ARB_explicit_attrib_location, true, false, true, true, false, ARB_explicit_attrib_location),
- EXT(ARB_fragment_coord_conventions, true, false, true, true, false, ARB_fragment_coord_conventions),
- EXT(ARB_texture_rectangle, true, false, true, true, false, dummy_true),
- EXT(EXT_texture_array, true, false, true, true, false, EXT_texture_array),
- EXT(ARB_shader_texture_lod, true, false, true, true, false, ARB_shader_texture_lod),
- EXT(ARB_shader_stencil_export, false, false, true, true, false, ARB_shader_stencil_export),
- EXT(AMD_conservative_depth, false, false, true, true, false, ARB_conservative_depth),
- EXT(AMD_shader_stencil_export, false, false, true, true, false, ARB_shader_stencil_export),
- EXT(OES_texture_3D, true, false, true, false, true, EXT_texture3D),
- 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),
+ /* 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_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_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_vertex_attrib_64bit, true, false, ARB_vertex_attrib_64bit),
+ 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(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),
};
#undef EXT
bool _mesa_glsl_extension::compatible_with_state(const _mesa_glsl_parse_state *
state) const
{
- /* Check that this extension matches the type of shader we are
- * compiling to.
- */
- switch (state->target) {
- case vertex_shader:
- if (!this->avail_in_VS) {
- return false;
- }
- break;
- case geometry_shader:
- if (!this->avail_in_GS) {
- return false;
- }
- break;
- case fragment_shader:
- if (!this->avail_in_FS) {
- return false;
- }
- break;
- default:
- assert (!"Unrecognized shader target");
- return false;
- }
-
/* Check that this extension matches whether we are compiling
* for desktop GL or GLES.
*/
*/
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];
}
behavior = extension_disable;
} else {
_mesa_glsl_error(behavior_locp, state,
- "Unknown extension behavior `%s'",
+ "unknown extension behavior `%s'",
behavior_string);
return false;
}
if (strcmp(name, "all") == 0) {
if ((behavior == extension_enable) || (behavior == extension_require)) {
- _mesa_glsl_error(name_locp, state, "Cannot %s all extensions",
+ _mesa_glsl_error(name_locp, state, "cannot %s all extensions",
(behavior == extension_enable)
? "enable" : "require");
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)) {
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));
}
}
}
return true;
}
+
+/**
+ * Recurses through <type> and <expr> if <expr> is an aggregate initializer
+ * and sets <expr>'s <constructor_type> field to <type>. Gives later functions
+ * (process_array_constructor, et al) sufficient information to do type
+ * checking.
+ *
+ * Operates on assignments involving an aggregate initializer. E.g.,
+ *
+ * vec4 pos = {1.0, -1.0, 0.0, 1.0};
+ *
+ * or more ridiculously,
+ *
+ * struct S {
+ * vec4 v[2];
+ * };
+ *
+ * struct {
+ * S a[2], b;
+ * int c;
+ * } aggregate = {
+ * {
+ * {
+ * {
+ * {1.0, 2.0, 3.0, 4.0}, // a[0].v[0]
+ * {5.0, 6.0, 7.0, 8.0} // a[0].v[1]
+ * } // a[0].v
+ * }, // a[0]
+ * {
+ * {
+ * {1.0, 2.0, 3.0, 4.0}, // a[1].v[0]
+ * {5.0, 6.0, 7.0, 8.0} // a[1].v[1]
+ * } // a[1].v
+ * } // a[1]
+ * }, // a
+ * {
+ * {
+ * {1.0, 2.0, 3.0, 4.0}, // b.v[0]
+ * {5.0, 6.0, 7.0, 8.0} // b.v[1]
+ * } // b.v
+ * }, // b
+ * 4 // c
+ * };
+ *
+ * This pass is necessary because the right-hand side of <type> e = { ... }
+ * doesn't contain sufficient information to determine if the types match.
+ */
+void
+_mesa_ast_set_aggregate_type(const glsl_type *type,
+ ast_expression *expr)
+{
+ ast_aggregate_initializer *ai = (ast_aggregate_initializer *)expr;
+ ai->constructor_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().
+ *
+ * E.g., if <type> if struct S[2] we want to set each element's type to
+ * struct S.
+ */
+ 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->element_type(), expr);
+ }
+
+ /* If the aggregate is a struct, recursively set its fields' types. */
+ } else if (type->is_record()) {
+ exec_node *expr_node = ai->expressions.head;
+
+ /* 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->fields.structure[i].type, expr);
+ }
+ }
+ /* 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);
+ }
+ }
+}
+
+
void
_mesa_ast_type_qualifier_print(const struct ast_type_qualifier *q)
{
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();
}
{
printf("{\n");
- foreach_list_const(n, &this->statements) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &this->statements) {
ast->print();
}
subexpressions[0]->print();
printf("( ");
- foreach_list_const (n, &this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, &this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
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
case ast_sequence: {
printf("( ");
- foreach_list_const(n, & this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, & this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf(") ");
case ast_aggregate: {
printf("{ ");
- foreach_list_const(n, & this->expressions) {
- if (n != this->expressions.get_head())
+ foreach_list_typed (ast_node, ast, link, & this->expressions) {
+ if (&ast->link != this->expressions.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, n, link);
ast->print();
}
printf("} ");
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;
return_type->print();
printf(" %s (", identifier);
- foreach_list_const(n, & this->parameters) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->parameters) {
ast->print();
}
ast_function::ast_function(void)
- : is_definition(false), signature(NULL)
+ : return_type(NULL), identifier(NULL), is_definition(false),
+ signature(NULL)
{
/* empty */
}
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())
+ foreach_list_typed (ast_node, ast, link, & this->declarations) {
+ if (&ast->link != this->declarations.get_head())
printf(", ");
- ast_node *ast = exec_node_data(ast_node, ptr, link);
ast->print();
}
{
this->type = type;
this->invariant = false;
- this->ubo_qualifiers_valid = false;
+ this->precise = false;
}
void
ast_jump_statement::ast_jump_statement(int mode, ast_expression *return_value)
+ : opt_return_value(NULL)
{
this->mode = ast_jump_modes(mode);
void ast_case_label_list::print(void) const
{
- foreach_list_const(n, & this->labels) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->labels) {
ast->print();
}
printf("\n");
void ast_case_statement::print(void) const
{
labels->print();
- foreach_list_const(n, & this->stmts) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->stmts) {
ast->print();
printf("\n");
}
void ast_case_statement_list::print(void) const
{
- foreach_list_const(n, & this->cases) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, & this->cases) {
ast->print();
}
}
ast_struct_specifier::print(void) const
{
printf("struct %s { ", name);
- foreach_list_const(n, &this->declarations) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &this->declarations) {
ast->print();
}
printf("} ");
ast_declarator_list *declarator_list)
{
if (identifier == NULL) {
+ static mtx_t mutex = _MTX_INITIALIZER_NP;
static unsigned anon_count = 1;
- identifier = ralloc_asprintf(this, "#anon_struct_%04x", anon_count);
- anon_count++;
+ unsigned count;
+
+ mtx_lock(&mutex);
+ count = anon_count++;
+ mtx_unlock(&mutex);
+
+ identifier = ralloc_asprintf(this, "#anon_struct_%04x", count);
}
name = identifier;
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
is_declaration = true;
}
+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. */
+ assert(!state->in_qualifier->flags.i);
+ assert(!state->out_qualifier->flags.i);
+ }
+
+ if (shader->Stage != MESA_SHADER_COMPUTE) {
+ /* Should have been prevented by the parser. */
+ assert(!state->cs_input_local_size_specified);
+ }
+
+ 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);
+ assert(!state->fs_early_fragment_tests);
+ }
+
+ 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;
+ shader->EarlyFragmentTests = state->fs_early_fragment_tests;
+ break;
+
+ default:
+ /* Nothing to do. */
+ break;
+ }
+}
+
extern "C" {
void
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;
+ if (ctx->Const.GenerateTemporaryNames)
+ (void) p_atomic_cmpxchg(&ir_variable::temporaries_allocate_names,
+ false, true);
+
state->error = glcpp_preprocess(state, &source, &state->info_log,
&ctx->Extensions, ctx);
}
if (dump_ast) {
- foreach_list_const(n, &state->translation_unit) {
- ast_node *ast = exec_node_data(ast_node, n, link);
+ foreach_list_typed(ast_node, ast, link, &state->translation_unit) {
ast->print();
}
printf("\n\n");
/* 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->Const.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);
+
+ enum ir_variable_mode other;
+ switch (shader->Stage) {
+ case MESA_SHADER_VERTEX:
+ other = ir_var_shader_in;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ other = ir_var_shader_out;
+ break;
+ default:
+ /* Something invalid to ensure optimize_dead_builtin_uniforms
+ * doesn't remove anything other than uniforms or constants.
+ */
+ other = ir_var_mode_count;
+ break;
+ }
+
+ optimize_dead_builtin_variables(shader->ir, other);
+
+ validate_ir_tree(shader->ir);
}
if (shader->InfoLog)
ralloc_free(shader->InfoLog);
- shader->symbols = state->symbols;
+ shader->symbols = new(shader->ir) glsl_symbol_table;
shader->CompileStatus = !state->error;
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
- shader->InfoLog = state->info_log;
shader->IsES = state->es_shader;
+ shader->uses_builtin_functions = state->uses_builtin_functions;
- 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);
+ if (!state->error)
+ set_shader_inout_layout(shader, state);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);
+ /* Destroy the symbol table. Create a new symbol table that contains only
+ * the variables and functions that still exist in the IR. The symbol
+ * table will be used later during linking.
+ *
+ * There must NOT be any freed objects still referenced by the symbol
+ * table. That could cause the linker to dereference freed memory.
+ *
+ * We don't have to worry about types or interface-types here because those
+ * are fly-weights that are looked up by glsl_type.
+ */
+ foreach_in_list (ir_instruction, ir, shader->ir) {
+ switch (ir->ir_type) {
+ case ir_type_function:
+ shader->symbols->add_function((ir_function *) ir);
+ break;
+ case ir_type_variable: {
+ ir_variable *const var = (ir_variable *) ir;
+
+ if (var->data.mode != ir_var_temporary)
+ shader->symbols->add_variable(var);
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ delete state->symbols;
ralloc_free(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_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;
- 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_minmax_prune(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();
}
}