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* glsl: Extract ir_quadop_bitfield_insert implementation to a separate functionIan Romanick2016-08-301-25/+23
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Extract ir_triop_bitfield_extract implementation to a separate functionIan Romanick2016-08-301-24/+42
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Extract ir_binop_ldexp implementation to a separate functionIan Romanick2016-08-301-11/+28
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Use find_msb_uint to implement ir_unop_find_lsbIan Romanick2016-08-301-10/+9
| | | | | | | | | | (X & -X) calculates a value with only the least significant bit of X set. Since there is only one bit set, the LSB is the MSB. v2: Remove extra int() cast. Suggested by Matt. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Extract ir_unop_find_msb implementation to a separate functionIan Romanick2016-08-301-15/+34
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Extract ir_unop_bitfield_reverse implementation to a separate functionIan Romanick2016-08-301-13/+27
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Use _mesa_bitcount to implement constant ir_unop_bit_countIan Romanick2016-08-301-9/+2
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Delete spurious comment about mod not taking integer operandsIan Romanick2016-08-301-6/+1
| | | | | | | This hasn't been true since we added support for GLSL 1.30. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Delete spurious comment about updating ir_expression::get_num_operandsIan Romanick2016-08-301-3/+0
| | | | | | | This hasn't been necessary since 007f48815. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Do not generate comments or extra whitespace in expression filesIan Romanick2016-08-301-301/+216
| | | | | | | | The comments and whitespace can live in the Python code. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Acked-by: Dylan Baker <dylan@pnwbakers.com>
* glsl: Just access the ir_expression_operation strings table directlyIan Romanick2016-08-305-29/+7
| | | | | | | | | | | | | | The operator_string functions gave us some protection against a malformed table. Now that the table is generated from the same data that generates the enum, this is not a concern. Just cut out the middle man. text data bss dec hex filename 7531892 273992 28584 7834468 778b64 i965_dri-64bit-before.so 7531828 273992 28584 7834404 778b24 i965_dri-64bit-after.so Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Generate ir_expression_operation_strings.h from PythonIan Romanick2016-08-306-153/+44
| | | | | | | | | | | | 'diff -ud' is clean. v2: Massive rebase. v3: With much help from José Fonseca, fix the SCons build. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Acked-by: Dylan Baker <dylan@pnwbakers.com>
* glsl: Pull operator_strs out to its own fileIan Romanick2016-08-303-115/+140
| | | | | | | | | | No change except to the copyright symbol. The next patch will generate this file with Python, and Unicode + Python = pure rage. v2: Massive rebase. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* glsl: Generate the ir_last_* valuesIan Romanick2016-08-301-28/+20
| | | | | | | | | | This ensures that they remain correct if the list is rearranged or new opcodes are added. I checked a diff of before and after to ensure that each ir_last_ had the same value. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Acked-by: Dylan Baker <dylan@pnwbakers.com>
* glsl: Generate ir_expression_operation.h from PythonIan Romanick2016-08-308-341/+408
| | | | | | | | | | | | | There are differences in where end-of-line comments are placed, but 'diff -wud' is clean. v2: Massive rebase. v3: With much help from José Fonseca, fix SCons build. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Acked-by: Dylan Baker <dylan@pnwbakers.com>
* glsl: fix unreachable() typoEric Engestrom2016-08-301-1/+1
| | | | | Signed-off-by: Eric Engestrom <eric.engestrom@imgtec.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
* glsl: Initialize outputs[] array in lower_blend_equation_advanced.Kenneth Graunke2016-08-301-1/+1
| | | | | | | | | Caught by Coverity. Likely fixes real issues if an output component is not present. CID: 1372278 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
* spirv: replace assert with unreachableTimothy Arceri2016-08-301-1/+1
| | | | | | | Fixes uninitialised warning for coord_components. Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
* nir: Update shader info when adding discardsEric Anholt2016-08-292-0/+4
| | | | | | | vc4 is about to start using the shader info field to set up discard handling. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
* glsl: initialise pointer to NULLTimothy Arceri2016-08-291-1/+1
| | | | | | Fixes uninitialised warning and covery defect. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: add EXT_texture_cube_map_array supportIlia Mirkin2016-08-285-7/+15
| | | | | | | | This is identical to OES_texture_cube_map_array support. dEQP has tests which use this extension. Also it is part of AEP. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* mesa: Add support for OES_texture_cube_map_arrayIan Romanick2016-08-265-29/+47
| | | | | | | | | | | This has a separate enable flag because this extension also requires OES_geometry_shader. It is possible that some drivers may support OpenGL ES 3.1 and ARB_texture_cube_map but not support OES_geometry_shader. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Add and use has_texture_cube_map_array helperIan Romanick2016-08-262-4/+8
| | | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Mark cube map array sampler types as reserved in GLSL ES 3.10Ian Romanick2016-08-261-4/+4
| | | | | | | | | | | All the GLSL 4.x keywords were added to the list of reserved keywords in GLSL ES 3.10. As far as I can tell, these are the only ones that were missed. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Silence unused parameter warningIan Romanick2016-08-264-6/+5
| | | | | | | | | | glsl/lower_buffer_access.cpp:324:55: warning: unused parameter ‘var’ [-Wunused-parameter] ir_variable *var, ^ Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl/linker: Fail linking on ES if uniform precision qualifiers don't matchIan Romanick2016-08-261-0/+7
| | | | | | | | | When GL_OES_geometry_shader is enabled, this fixes dEQP-GLES31.functional.shaders.linkage.geometry.uniform.rules.type_mismatch_1. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Allow invocations layout qualifier with GL_OES_geometry_shaderIan Romanick2016-08-261-2/+4
| | | | | | | | | | | | | | | | | | | Fixes dEQP-GLES31.functional.geometry_shading.instanced.geometry_1_invocations dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_2d_array dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_2d_multisample_array dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_3d dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_cubemap dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_2d_array dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_2d_multisample_array dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_3d dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_cubemap dEQP-GLES31.functional.geometry_shading.query.geometry_shader_invocations Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Allow gl_InvocationID and gl_Layer with GL_OES_geometry_shaderIan Romanick2016-08-261-2/+11
| | | | | | | | | | | | | | | Fixes dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_2d_array dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_2d_multisample_array dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_3d dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_cubemap v2: Don't enable gl_ViewportIndex in GLSL ES 3.20. Noticed by Ilia. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: Allow GL_EXT_geometry_shader and GL_EXT_geometry_point_sizeIan Romanick2016-08-263-2/+11
| | | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Add a lowering pass to handle advanced blending modes.Kenneth Graunke2016-08-253-0/+564
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Many GPUs cannot handle GL_KHR_blend_equation_advanced natively, and need to emulate it in the pixel shader. This lowering pass implements all the necessary math for advanced blending. It fetches the existing framebuffer value using the MESA_shader_framebuffer_fetch built-in variables, and the previous commit's state var uniform to select which equation to use. This is done at the GLSL IR level to make it easy for all drivers to implement the GL_KHR_blend_equation_advanced extension and share code. Drivers need to hook up MESA_shader_framebuffer_fetch functionality: 1. Hook up the fb_fetch_output variable 2. Implement BlendBarrier() Then to get KHR_blend_equation_advanced, they simply need to: 3. Disable hardware blending based on ctx->Color._AdvancedBlendEnabled 4. Call this lowering pass. Very little driver specific code should be required. v2: Handle multiple output variables per render target (which may exist due to ARB_enhanced_layouts), and array variables (even with one render target, we might have out vec4 color[1]), and non-vec4 variables (it's easier than finding spec text to justify not handling it). Thanks to Francisco Jerez for the feedback. v3: Lower main returns so that we have a single exit point where we can add our blending epilogue (caught by Francisco Jerez). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
* glsl: Merge blend_support qualifiers when linking.Kenneth Graunke2016-08-251-0/+2
| | | | | | | | Since each qualifier represents a blending mode the shader can be used with, we take the union of all possible modes when linking. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
* glsl: process blend_support_* qualifiersIlia Mirkin2016-08-256-0/+82
| | | | | | | | | | v2 (Ken): Add a BLEND_NONE enum value (no qualifiers in use). v3 (Ken): Rename gl_blend_support_qualifier to gl_advanced_blend_mode. v4 (Ken): Mark map[] as static const (Ilia). Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
* glsl: add basic KHR_blend_equation_advanced infrastructureIlia Mirkin2016-08-252-0/+3
| | | | | | Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Francisco Jerez <currojerez@riseup.net>
* nir: Change nir_shader_get_entrypoint to return an impl.Kenneth Graunke2016-08-254-14/+9
| | | | | | | | | | | | | | | | | Jason suggested adding an assert(function->impl) here. All callers of this function actually want ->impl, so I decided just to change the API. We also change the nir_lower_io_to_temporaries API here. All but one caller passed nir_shader_get_entrypoint(), and with the previous commit, it now uses a nir_function_impl internally. Folding this change in avoids the need to change it and change it back. v2: Fix one call I missed in ir3_compiler (caught by Eric). Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
* nir: Make nir_lower_io_to_temporaries store an impl internally.Kenneth Graunke2016-08-251-4/+4
| | | | | | | | | | | | This changes the pass internals to work with a nir_function_impl directly rather than a nir_function. The next patch will change the API. v2: Rebase after framebuffer fetch landed. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
* nir: Handle FB fetch outputs correctly in nir_lower_io_to_temporaries.Francisco Jerez2016-08-251-0/+21
| | | | | | | | | | | This requires emitting a series of copies at the top of the program from each output variable to the corresponding temporary. The initial copy can be skipped for non-framebuffer fetch outputs whose initial value is undefined, and the final copy needs to be skipped for read-only outputs (i.e. gl_LastFragData), since it would be illegal to emit a store output intrinsic for it. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* nir: Pass through fb_fetch_output and OutputsRead from GLSL IR.Francisco Jerez2016-08-252-0/+11
| | | | | | | | | The NIR representation of framebuffer fetch is the same as the GLSL IR's until interface variables are lowered away, at which point it will be translated to load output intrinsics. The GLSL-to-NIR pass just needs to copy the bits over to the NIR program. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* nir/phi_builder: Don't recurse in value_get_block_defJason Ekstrand2016-08-251-29/+36
| | | | | | | | | | | | | In some programs, we can have very deep dominance trees and the recursion can cause us to risk stack overflows. Instead, we replace the recursion with a pair of loops, one at the start and one at the end. This is functionally equivalent to what we had before and it's actually a bit easier to read in the new form without the recursion. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225 Reviewed-by: Connor Abbott <cwabbott0@gmail.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
* nir: Walk blocks in source code order in lower_vars_to_ssa.Matt Turner2016-08-252-106/+106
| | | | | | | | | | | | | | | | | | | | | | | | | | Prior to this commit rename_variables_block() is recursively called, performing a depth-first traversal of the control flow graph. The function uses a non-trivial amount of stack space for local variables, which puts us in danger of smashing the stack, given a sufficiently deep dominance tree. XCOM: Enemy Within contains a shader with such a dominance tree (1574 nir_blocks in total, depth of at least 143). Jason tells me that he believes that any walk over the nir_blocks that respects dominance is sufficient (a DFS might have been necessary prior to the introduction of nir_phi_builder). In fact, the introduction of nir_phi_builder made the problem worse: rename_variables_block(), walks to the bottom of the dominance tree before calling nir_phi_builder_value_get_block_def() which walks back to the top of the dominance tree... In any case, this patch ensures we avoid that problem as well. Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225 Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
* glsl: Keep track of the set of fragment outputs read by a GL program.Francisco Jerez2016-08-241-0/+3
| | | | | | | | This is the set of shader outputs whose initial value is provided to the shader by some external means when the shader is executed, rather than computed by the shader itself. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Don't consider read-only fragment outputs to be written to.Francisco Jerez2016-08-241-1/+1
| | | | | | | | Since they cannot be written. This prevents adding fragment outputs to the OutputsWritten set that are only read from via the gl_LastFragData array but never written to. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl/linker: Allow fragment output overlap for gl_LastFragData.Francisco Jerez2016-08-241-0/+3
| | | | | | gl_LastFragData overlaps gl_FragData by definition. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl/ast: Allow redeclaration of gl_LastFragData with different precision ↵Francisco Jerez2016-08-241-0/+12
| | | | | | | | qualifier. v2: No need to check the GLSL version. (Ken) Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Don't attempt to do dead varying elimination on gl_LastFragData arrays.Francisco Jerez2016-08-241-3/+4
| | | | | | | | | | Apparently this pass can only handle elimination of a single built-in fragment output array, so the presence of gl_LastFragData (which it wouldn't split correctly anyway) could prevent it from splitting the actual gl_FragData array. Just match gl_FragData by name since it's the only built-in it can handle. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Define a gl_LastFragData built-in for older GLSL versions.Francisco Jerez2016-08-241-0/+10
| | | | | | | | | | | | | | | | | | | | | | | The EXT_shader_framebuffer_fetch extension defines alternative language for GLES2 shaders where user-defined fragment outputs are not allowed. Instead of using inout user-defined fragment outputs the shader is expected to read from the gl_LastFragData built-in array. In addition this allows using the same language on desktop GLSL versions prior to 4.2 that support the deprecated gl_FragData built-in in preparation for the MESA_shader_framebuffer_fetch desktop GL extension. Both legacy and user-defined inout outputs have a common representation at the GLSL IR level, so it shouldn't make any difference for optimization passes and back-ends whether the application is using gl_LastFragData or user-defined outputs, all they'll see is a variable dereference of a fragment output at a certain interface location with the fb_fetch_output bit set to one. v2: Don't define the built-in variable on GLSL versions for which gl_FragData exists but is deprecated. (Ken) Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Handle the inout qualifier in fragment shader output declarations.Francisco Jerez2016-08-242-1/+16
| | | | | | | | | | | | According to the EXT_shader_framebuffer_fetch extension the inout qualifier can be used on ESSL 3.0+ shaders to declare a special kind of fragment output that gets implicitly initialized with the previous framebuffer contents at the current fragment coordinates. In addition we allow using the same language to define FB fetch outputs in GLSL 1.3+ shaders in preparation for the desktop MESA_shader_framebuffer_fetch extensions. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Add support for representing framebuffer fetch in the GLSL IR.Francisco Jerez2016-08-242-0/+9
| | | | | | | | | | The GLSL IR representation of framebuffer fetch amounts to a single bit in the ir_variable object applicable to fragment shader outputs. The flag indicates that the variable will be implicitly initialized to the previous contents of the render buffer at the same fragment coordinates and sample index. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Add parser state enables for the framebuffer fetch extensions.Francisco Jerez2016-08-242-0/+14
| | | | Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Mark tessellation qualifier maps static const.Kenneth Graunke2016-08-231-2/+2
| | | | | Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
* nir: avoid segfault when ssa src not foundTimothy Arceri2016-08-231-0/+3
| | | | | | | Without this the following line will segfault and we don't get to see the results of the validate_assert() above. Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>