}
-static unsigned known_desktop_glsl_versions[] =
+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,
gl_shader_stage stage,
void *mem_ctx)
- : ctx(_ctx), switch_state()
+ : ctx(_ctx), cs_input_local_size_specified(false), cs_input_local_size(),
+ switch_state()
{
assert(stage < MESA_SHADER_STAGES);
this->stage = stage;
this->translation_unit.make_empty();
this->symbols = new(mem_ctx) glsl_symbol_table;
- this->num_uniform_blocks = 0;
- this->uniform_block_array_size = 0;
- this->uniform_blocks = NULL;
-
this->info_log = ralloc_strdup(mem_ctx, "");
this->error = false;
this->loop_nesting_ast = NULL;
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->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;
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_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(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,
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;
}
{
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;
}
}
/* Print out the unoptimized IR. */
if (dump_hir) {
- _mesa_print_ir(shader->ir, state);
+ _mesa_print_ir(stdout, shader->ir, state);
}
}
/* 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->IsES = state->es_shader;
shader->uses_builtin_functions = state->uses_builtin_functions;
- 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);
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_constant_variable_unlinked(ir) || progress;
progress = do_constant_folding(ir) || progress;
progress = do_cse(ir) || progress;
- progress = do_algebraic(ir) || progress;
+ progress = do_algebraic(ir, native_integers) || 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;