| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
| |
V3: use a check_*_allowed style function for requirements checking
rather than has_* which doesn't encapsulate the error message
V2: add missing 's' to the extension name in error messages
and add decimal place in version string
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
|
|
|
|
|
|
| |
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
|
|
|
|
|
|
|
|
|
|
|
| |
This kind of definitions:
layout(xxx) buffer;
was not supported by commit 84fc5fece006.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
|
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
|
|
|
|
|
|
|
| |
v2: use ARB_texture_multisample enable bit
Patch adds extension enable bit and enables required keywords
and builtin functions for the extension.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
|
|
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Signed-off-by: Martin Peres <martin.peres@linux.intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
MaxCombinedShaderOutputResources.
The name of both the GLSL built-in variable and the glGetInteger param
with the same value changed in GLSL ES 3.1 and GL 4.5. Its semantics
also changed slightly, since the limit now also takes into account the
number of SSBs in use. Switch our internal data structures to the
up-to-date name.
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
| |
GL_ARB_compute_shader is limited for GLSL version 430.
This enables for GLSL ES version 310.
V2: Updated error string to also include GLSL 3.10
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
| |
The 420pack extension enables various GLSL rules that need to be applied
to any GLSL 4.20+ shader even if the extension is not explicitly
enabled.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is the guts of the GLSL parser and AST support for
shader subroutines.
The code creates a subroutine type in the parser, and
uses that there to validate the identifiers. The parser
also distinguishes between subroutine types/function prototypes
/uniforms and subroutine defintions for functions.
Then in the AST conversion it recreates the types, and
stores the subroutine definition info or subroutine info
into the ir_function along with a side lookup table in
the parser state. It also converts subroutine calls into
the enhanced ir_call.
v2: move to handling method calls in
function handling not in field selection.
v3: merge Chris's previous parser patches in here, to
make it clearer what's changed in one place.
v3.1: add more documentation, drop unused include
v3.2: drop is_subroutine_def
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Signed-off-by: Dave Airlie <airlied@redhat.com>
|
|
|
|
|
|
|
| |
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Signed-off-by: Dave Airlie <airlied@redhat.com>
|
|
|
|
|
|
| |
Limits from other extensions added by Marek.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
|
|
| |
v2: Fixed things that Ken suggested.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
|
|
|
|
|
| |
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
| |
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
|
|
|
|
|
|
|
|
|
|
|
| |
Just more boilerplate stuff.
v2:
bad fallthrough on versioning,
this is my ugly but self contained solution (Ian)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
|
|
|
|
|
|
|
|
| |
v2: Add missing lexer support. Noticed by Tapani.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> [v1]
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
|
|
|
| |
Currently no 3.10 ES features (beyond 3.00 ES) are enabled. That will
come later.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
|
|
| |
v2: Change GL version from 400 to 420. Noticed by Tapani and Ilia.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
|
|
|
| |
And rename _mesa_glsl_parse_state::early_fragment_tests to
fs_early_fragment_tests for consistency with other FS-specific flags in the
same struct.
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
| |
This is a follow-on fix from the earlier "glsl: allow ForceGLSLVersion
to override #version directives" change. Since we're not changing
the language_version field, we have to check forced_language_version
here.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, the ctx->Const.ForceGLSLVersion setting only worked if
the shader lacked a #version directive. Now, the ForceGLSLVersion
setting will override the #version directive too.
This change should be safe since it should be rare to have an app
that has a mix of shader versions and we only wanted to override
the #version for shaders which lacked the #version directive.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is similar to _mesa_shader_stage_to_string(), but returns "VS"
instead of "vertex".
v2: Use unreachable() and add MESA_SHADER_COMPUTE (requested by Ian).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
|
|
|
|
|
|
|
| |
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2: add define bit (Tapani Pälli)
Patch makes following Piglit tests pass:
arb_gpu_shader_fp64/preprocessor/define.vert
arb_gpu_shader_fp64/preprocessor/define.frag
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
|
|
|
|
|
| |
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch enables ES2 extension that utilizes existing ES3 functionality.
Changes make all the subtests to run and pass in WebGL conformance
test 'webgl-draw-buffers' when running Chrome on OpenGL ES, also
Piglit test 'draw_buffers_gles2' passes.
v2: remove unused boolean (Ilia Mirkin)
v3: proper error checking for invalid values (Chad Versace)
v4: run error check explicitly for ES2 and ES3 (Kenneth Graunke)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
|
|
|
|
|
|
|
|
| |
It seems to have been forgotten during viewports array implementation time.
Cc: "10.4 10.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch removes old variable based logic for handling a break inside
switch. Switch is put inside a loop so that existing infrastructure
for loop flow control can be used for the switch, now also dead code
elimination works properly.
Possible 'continue' call inside a switch needs now special handling
which is taken care of by detecting continue, breaking out and calling
continue for the outside loop.
v2: remove one unnecessary ir_expression (Curro)
Fixes following Piglit tests:
fs-exec-after-break.shader_test
fs-conditional-break.shader_test
No Piglit or es3conform regressions.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
|
|
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
|
| |
This is needed to make Unigine Heaven 4.0 and Unigine Valley 1.0 work
with sample shading.
Also, if this is disabled, the error message at least makes sense now.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This fixes following tests in es3conform:
shaders.switch.default_not_last_dynamic_vertex
shaders.switch.default_not_last_dynamic_fragment
and makes following tests in Piglit pass:
glsl-1.30/execution/switch/fs-default-notlast-fallthrough
glsl-1.30/execution/switch/fs-default_notlast
No Piglit regressions.
v2: take away unnecessary ir_if, just use conditional assignment
v3: use foreach_in_list instead of foreach_list
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com> (v2)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v3)
|
|
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Tested-by: Tobias Droste <tdroste@gmx.de>
|
|
|
|
|
|
|
|
| |
This implements parsing requirements for multi-stream support in
geometry shaders as defined in ARB_gpu_shader5.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
| |
In file included from ../../src/glsl/builtin_functions.cpp:61:0:
../../src/glsl/glsl_parser_extras.h:154:9: warning: unused parameter 'var' [-Wunused-parameter]
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
| |
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch adds a preprocessor define for the extension and stores explicit
location data for uniforms during AST->HIR conversion. It also sets
layout token to be available when having the extension in place.
v2: change parser check to require GLSL 330 or enabling
GL_ARB_explicit_attrib_location (Ian)
v3: fix the check and comment in AST->HIR (Petri)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
|
|
|
|
|
| |
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
| |
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
| |
ARB, OES, then everything else. If there's ever a KHR shading language
extension, it should go between ARB and OES.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Eric Anholt <eric@anholt.net>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch makes the glsl compiler to generate an error if we have a
fragment shader defined with conflicting layout qualifier declarations
for gl_FragCoord. For example:
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main()
{
}
V2: Some code refactoring for better readability.
Add compiler error conditions for redeclarations like:
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
and
in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
V3: Simplify function is_conflicting_fragcoord_redeclaration()
V4: Check for null pointer before doing strcmp(var->name, "gl_FragCoord").
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
|
|
|
|
|
|
|
| |
They are not needed since 514f8c7ec7cc1ab18be93cebb5b9bf970b1955a9.
Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL_ARB_separate_shader_objects adds the ability to specify location
layouts for interstage inputs and outputs.
In addition, this extension makes 'in' and 'out' generally available for
shader inputs and outputs. This mimics the behavior of
GL_ARB_explicit_attrib_location.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
| |
This adds the necessary bits for both the API and the GLSL compiler.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We introduce a new merge_in_qualifier ast_type_qualifier
which allows specialized handling of merging input layout
qualifiers.
By merging layout qualifiers into state->in_qualifier, we
allow multiple input qualifiers. For example, the primitive
type can be specified specified separately from the
invocations count (ARB_gpu_shader5).
state->gs_input_prim_type is moved into state->in_qualifier->prim_type
state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.
v4:
* Merge with compute shader input layout qualifiers
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
|