glsl: Add basic ARB_gpu_shader_int64 types
[mesa.git] / src / mesa / program / ir_to_mesa.cpp
index 7ea375f03621414bb9e65ef5b002b866fe283edc..85e6e92a2d55d02a1e90a02b912823043dd615fd 100644 (file)
@@ -532,6 +532,12 @@ type_size(const struct glsl_type *type)
             return 1;
       }
       break;
+   case GLSL_TYPE_UINT64:
+   case GLSL_TYPE_INT64:
+      if (type->vector_elements > 2)
+         return 2;
+      else
+         return 1;
    case GLSL_TYPE_ARRAY:
       assert(type->length > 0);
       return type_size(type->fields.array) * type->length;
@@ -1622,7 +1628,7 @@ calc_sampler_offsets(struct gl_shader_program *prog, ir_dereference *deref,
          * all that would work would be an unrolled loop counter that ends
          * up being constant above.
          */
-        ralloc_strcat(&prog->InfoLog,
+         ralloc_strcat(&prog->data->InfoLog,
                       "warning: Variable sampler array index unsupported.\n"
                       "This feature of the language was removed in GLSL 1.20 "
                       "and is unlikely to be supported for 1.10 in Mesa.\n");
@@ -1668,8 +1674,8 @@ get_sampler_uniform_value(class ir_dereference *sampler,
    calc_sampler_offsets(shader_program, sampler, &offset, &array_elements,
                         &location);
 
-   assert(shader_program->UniformStorage[location].opaque[shader].active);
-   return shader_program->UniformStorage[location].opaque[shader].index +
+   assert(shader_program->data->UniformStorage[location].opaque[shader].active);
+   return shader_program->data->UniformStorage[location].opaque[shader].index +
           offset;
 }
 
@@ -2055,14 +2061,14 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
         emit(ir, OPCODE_RCP, coord_dst, projector);
 
         /* In the case where we have to project the coordinates "by hand,"
-         * the shadow comparitor value must also be projected.
+         * the shadow comparator value must also be projected.
          */
         src_reg tmp_src = coord;
-        if (ir->shadow_comparitor) {
+        if (ir->shadow_comparator) {
            /* Slot the shadow value in as the second to last component of the
             * coord.
             */
-           ir->shadow_comparitor->accept(this);
+           ir->shadow_comparator->accept(this);
 
            tmp_src = get_temp(glsl_type::vec4_type);
            dst_reg tmp_dst = dst_reg(tmp_src);
@@ -2086,14 +2092,14 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
    }
 
    /* If projection is done and the opcode is not OPCODE_TXP, then the shadow
-    * comparitor was put in the correct place (and projected) by the code,
+    * comparator was put in the correct place (and projected) by the code,
     * above, that handles by-hand projection.
     */
-   if (ir->shadow_comparitor && (!ir->projector || opcode == OPCODE_TXP)) {
+   if (ir->shadow_comparator && (!ir->projector || opcode == OPCODE_TXP)) {
       /* Slot the shadow value in as the second to last component of the
        * coord.
        */
-      ir->shadow_comparitor->accept(this);
+      ir->shadow_comparator->accept(this);
 
       /* XXX This will need to be updated for cubemap array samplers. */
       if (sampler_type->sampler_dimensionality == GLSL_SAMPLER_DIM_2D &&
@@ -2119,7 +2125,7 @@ ir_to_mesa_visitor::visit(ir_texture *ir)
    else
       inst = emit(ir, opcode, result_dst, coord);
 
-   if (ir->shadow_comparitor)
+   if (ir->shadow_comparator)
       inst->tex_shadow = GL_TRUE;
 
    inst->sampler = get_sampler_uniform_value(ir->sampler, shader_program,
@@ -2441,7 +2447,7 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name,
            return;
 
         struct gl_uniform_storage *storage =
-           &this->shader_program->UniformStorage[location];
+            &this->shader_program->data->UniformStorage[location];
 
          assert(storage->type->is_sampler() &&
                 storage->opaque[shader_type].active);
@@ -2510,7 +2516,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
         continue;
 
       struct gl_uniform_storage *storage =
-         &shader_program->UniformStorage[location];
+         &shader_program->data->UniformStorage[location];
 
       /* Do not associate any uniform storage to built-in uniforms */
       if (storage->builtin)
@@ -2522,11 +2528,19 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
         unsigned columns = 0;
         int dmul = 4 * sizeof(float);
         switch (storage->type->base_type) {
+         case GLSL_TYPE_UINT64:
+           if (storage->type->vector_elements > 2)
+               dmul *= 2;
+           /* fallthrough */
         case GLSL_TYPE_UINT:
            assert(ctx->Const.NativeIntegers);
            format = uniform_native;
            columns = 1;
            break;
+         case GLSL_TYPE_INT64:
+           if (storage->type->vector_elements > 2)
+               dmul *= 2;
+           /* fallthrough */
         case GLSL_TYPE_INT:
            format =
               (ctx->Const.NativeIntegers) ? uniform_native : uniform_int_float;
@@ -2794,9 +2808,7 @@ get_mesa_program(struct gl_context *ctx,
 
    validate_ir_tree(shader->ir);
 
-   prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
-   if (!prog)
-      return NULL;
+   prog = shader->Program;
    prog->Parameters = _mesa_new_parameter_list();
    v.ctx = ctx;
    v.prog = prog;
@@ -2810,13 +2822,12 @@ get_mesa_program(struct gl_context *ctx,
    visit_exec_list(shader->ir, &v);
    v.emit(NULL, OPCODE_END);
 
-   prog->NumTemporaries = v.next_temp;
+   prog->arb.NumTemporaries = v.next_temp;
 
    unsigned num_instructions = v.instructions.length();
 
-   mesa_instructions =
-      (struct prog_instruction *)calloc(num_instructions,
-                                       sizeof(*mesa_instructions));
+   mesa_instructions = rzalloc_array(prog, struct prog_instruction,
+                                     num_instructions);
    mesa_instruction_annotation = ralloc_array(v.mem_ctx, ir_instruction *,
                                              num_instructions);
 
@@ -2844,12 +2855,12 @@ get_mesa_program(struct gl_context *ctx,
 
       /* Set IndirectRegisterFiles. */
       if (mesa_inst->DstReg.RelAddr)
-         prog->IndirectRegisterFiles |= 1 << mesa_inst->DstReg.File;
+         prog->arb.IndirectRegisterFiles |= 1 << mesa_inst->DstReg.File;
 
       /* Update program's bitmask of indirectly accessed register files */
       for (unsigned src = 0; src < 3; src++)
          if (mesa_inst->SrcReg[src].RelAddr)
-            prog->IndirectRegisterFiles |= 1 << mesa_inst->SrcReg[src].File;
+            prog->arb.IndirectRegisterFiles |= 1 << mesa_inst->SrcReg[src].File;
 
       switch (mesa_inst->Opcode) {
       case OPCODE_IF:
@@ -2877,7 +2888,7 @@ get_mesa_program(struct gl_context *ctx,
         }
         break;
       case OPCODE_ARL:
-        prog->NumAddressRegs = 1;
+         prog->arb.NumAddressRegs = 1;
         break;
       default:
         break;
@@ -2886,11 +2897,11 @@ get_mesa_program(struct gl_context *ctx,
       mesa_inst++;
       i++;
 
-      if (!shader_program->LinkStatus)
+      if (!shader_program->data->LinkStatus)
          break;
    }
 
-   if (!shader_program->LinkStatus) {
+   if (!shader_program->data->LinkStatus) {
       goto fail_exit;
    }
 
@@ -2910,8 +2921,8 @@ get_mesa_program(struct gl_context *ctx,
       fflush(stderr);
    }
 
-   prog->Instructions = mesa_instructions;
-   prog->NumInstructions = num_instructions;
+   prog->arb.Instructions = mesa_instructions;
+   prog->arb.NumInstructions = num_instructions;
 
    /* Setting this to NULL prevents a possible double free in the fail_exit
     * path (far below).
@@ -2920,9 +2931,8 @@ get_mesa_program(struct gl_context *ctx,
 
    do_set_program_inouts(shader->ir, prog, shader->Stage);
 
-   prog->SamplersUsed = shader->active_samplers;
    prog->ShadowSamplers = shader->shadow_samplers;
-   prog->ExternalSamplersUsed = gl_external_samplers(shader);
+   prog->ExternalSamplersUsed = gl_external_samplers(prog);
    _mesa_update_shader_textures_used(shader_program, prog);
 
    /* Set the gl_FragDepth layout. */
@@ -2930,8 +2940,6 @@ get_mesa_program(struct gl_context *ctx,
       prog->info.fs.depth_layout = shader_program->FragDepthLayout;
    }
 
-   _mesa_reference_program(ctx, &shader->Program, prog);
-
    if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) {
       _mesa_optimize_program(ctx, prog, prog);
    }
@@ -2941,14 +2949,14 @@ get_mesa_program(struct gl_context *ctx,
     * program constant) has to happen before creating this linkage.
     */
    _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
-   if (!shader_program->LinkStatus) {
+   if (!shader_program->data->LinkStatus) {
       goto fail_exit;
    }
 
    return prog;
 
 fail_exit:
-   free(mesa_instructions);
+   ralloc_free(mesa_instructions);
    _mesa_reference_program(ctx, &shader->Program, NULL);
    return NULL;
 }
@@ -2964,7 +2972,7 @@ extern "C" {
 GLboolean
 _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
 {
-   assert(prog->LinkStatus);
+   assert(prog->data->LinkStatus);
 
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       if (prog->_LinkedShaders[i] == NULL)
@@ -2984,8 +2992,6 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
                                 | LOG_TO_LOG2 | INT_DIV_TO_MUL_RCP
                                 | ((options->EmitNoPow) ? POW_TO_EXP2 : 0)));
 
-        progress = do_lower_jumps(ir, true, true, options->EmitNoMainReturn, options->EmitNoCont, options->EmitNoLoops) || progress;
-
         progress = do_common_optimization(ir, true, true,
                                            options, ctx->Const.NativeIntegers)
           || progress;
@@ -3034,15 +3040,15 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
          if (!ctx->Driver.ProgramStringNotify(ctx,
                                               _mesa_shader_stage_to_program(i),
                                               linked_prog)) {
+            _mesa_reference_program(ctx, &prog->_LinkedShaders[i]->Program,
+                                    NULL);
             return GL_FALSE;
          }
       }
-
-      _mesa_reference_program(ctx, &linked_prog, NULL);
    }
 
    build_program_resource_list(ctx, prog);
-   return prog->LinkStatus;
+   return prog->data->LinkStatus;
 }
 
 /**
@@ -3055,7 +3061,7 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
 
    _mesa_clear_shader_program_data(ctx, prog);
 
-   prog->LinkStatus = GL_TRUE;
+   prog->data->LinkStatus = GL_TRUE;
 
    for (i = 0; i < prog->NumShaders; i++) {
       if (!prog->Shaders[i]->CompileStatus) {
@@ -3063,24 +3069,24 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
       }
    }
 
-   if (prog->LinkStatus) {
+   if (prog->data->LinkStatus) {
       link_shaders(ctx, prog);
    }
 
-   if (prog->LinkStatus) {
+   if (prog->data->LinkStatus) {
       if (!ctx->Driver.LinkShader(ctx, prog)) {
-        prog->LinkStatus = GL_FALSE;
+         prog->data->LinkStatus = GL_FALSE;
       }
    }
 
    if (ctx->_Shader->Flags & GLSL_DUMP) {
-      if (!prog->LinkStatus) {
+      if (!prog->data->LinkStatus) {
         fprintf(stderr, "GLSL shader program %d failed to link\n", prog->Name);
       }
 
-      if (prog->InfoLog && prog->InfoLog[0] != 0) {
+      if (prog->data->InfoLog && prog->data->InfoLog[0] != 0) {
         fprintf(stderr, "GLSL shader program %d info log:\n", prog->Name);
-        fprintf(stderr, "%s\n", prog->InfoLog);
+         fprintf(stderr, "%s\n", prog->data->InfoLog);
       }
    }
 }