}
-static unsigned known_desktop_glsl_versions[] =
+static const unsigned known_desktop_glsl_versions[] =
{ 110, 120, 130, 140, 150, 330, 400, 410, 420, 430, 440 };
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();
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_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_separate_shader_objects, true, false, ARB_separate_shader_objects),
- 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(ARB_texture_gather, true, false, ARB_texture_gather),
- EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
- EXT(ARB_sample_shading, true, false, ARB_sample_shading),
- EXT(AMD_shader_trinary_minmax, true, false, dummy_true),
- EXT(ARB_viewport_array, true, false, ARB_viewport_array),
- EXT(ARB_compute_shader, true, false, ARB_compute_shader),
- EXT(ARB_shader_image_load_store, true, false, ARB_shader_image_load_store),
+ 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,
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);
+ }
+
switch (shader->Stage) {
case MESA_SHADER_GEOMETRY:
shader->Geom.VerticesOut = 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;
/* 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))
;
bool
do_common_optimization(exec_list *ir, bool linked,
bool uniform_locations_assigned,
- unsigned max_unroll_iterations,
const struct gl_shader_compiler_options *options,
bool native_integers)
{
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;