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* mesa: Move transform feedback error check to reduce array overflow risk.Paul Berry2012-01-111-20/+32
| | | | | | | | | | | | | | | | | | | | | | | | | Previous to this patch, we didn't do the limit check for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS until the end of the store_tfeedback_info() function, *after* storing all of the transform feedback info in the gl_transform_feedback_info::Outputs array. This meant that the limit check wouldn't prevent us from overflowing the array and corrupting memory. This patch moves the limit check to the top of tfeedback_decl::store() so that there is no risk of overflowing the array. It also adds assertions to verify that the checks for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS and MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS are sufficient to avoid array overflow. Note: strictly speaking this patch isn't necessary, since the maximum possible number of varyings is MAX_VARYING (16), whereas the size of the Outputs array is MAX_PROGRAM_OUTPUTS (64), so it's impossible to have enough varyings to overflow the array. However it seems prudent to do the limit check before the array access in case these limits change in the future. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* mesa: Fix transform feedback of unsubscripted gl_ClipDistance array.Paul Berry2012-01-111-33/+56
| | | | | | | | | | | | | | | | | | | | | On drivers that set gl_shader_compiler_options::LowerClipDistance (for example i965), we need to handle transform feedback of gl_ClipDistance specially, to account for the fact that the hardware represents it as an array of vec4's rather than an array of floats. The previous way this was accounted for (translating the request for gl_ClipDistance[n] to a request for a component of gl_ClipDistanceMESA[n/4]) doesn't work when performing transform feedback on the whole unsubscripted array, because we need to keep track of the size of the gl_ClipDistance array prior to the lowering pass. So I replaced it with a boolean is_clip_distance_mesa, which switches on the special logic that is needed to handle the lowered version of gl_ClipDistance. Fixes Piglit tests "EXT_transform_feedback/builtin-varyings gl_ClipDistance[{1,2,3,5,6,7}]-no-subscript". Reviewed-by: Eric Anholt <eric@anholt.net>
* mesa: Fix computation of transform feedback num_components.Paul Berry2012-01-111-1/+7
| | | | | | | | | | | | | | | | | | The function tfeedback_decl::num_components() was not correctly accounting for transform feedback of whole arrays and gl_ClipDistance. The bug was hard to notice in tests, because it only affected the checks for MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS and MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS. This patch fixes the computation, and adds an assertion to verify num_components() even when MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS and MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS are not exceeded. The assertion requires keeping track of components_so_far in tfeedback_decl::store(); this will be useful in a future patch to fix non-multiple-of-4-sized gl_ClipDistance. Reviewed-by: Eric Anholt <eric@anholt.net>
* mesa: Fix bogus transform feedback error message when subscripting non-array.Paul Berry2012-01-091-3/+3
| | | | | | | | | | | | | | | Previous to this patch, if the client requested transform feedback using a subscript, but the variable was not an array (e.g. "gl_FrontColor[0]"), we would produce a bogus error message like "Transform feedback varying gl_FrontColor[0] found, but it's an array ([] expected)". Changed the error message to e.g. "Transfrorm feedback varying gl_FrontColor[0] requested, but gl_FrontColor is not an array." Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* mesa: Fix transform feedback of unsubscripted arrays.Paul Berry2012-01-051-45/+54
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | It is not explicitly stated in the GL 3.0 spec that transform feedback can be performed on a whole varying array (without supplying a subscript). However, it seems clear from context that this was the intent. Section 2.15 (TransformFeedback) says this: When writing varying variables that are arrays, individual array elements are written in order. And section 2.20.3 (Shader Variables), says this, in the description of GetTransformFeedbackVarying: For the selected varying variable, its type is returned into type. The size of the varying is returned into size. The value in size is in units of the type returned in type. If it were not possible to perform transform feedback on an unsubscripted array, the returned size would always be 1. This patch fixes the linker so that transform feedback on an unsubscripted array is supported. Fixes piglit tests "EXT_transform_feedback/builtin-varyings gl_ClipDistance[{4,8}]-no-subscript" and "EXT_transform_feedback/output_type *[2]-no-subscript". Note: on back-ends that set gl_shader_compiler_options::LowerClipDistance (for example i965), tests "EXT_transform_feedback/builtin-varyings gl_ClipDistance[{1,2,3,5,6,7}]" still fail. I hope to address this in a later patch. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* mesa: Fix transform feedback of gl_ClipDistance.Paul Berry2012-01-051-18/+41
| | | | | | | | | | | | | | On drivers that set gl_shader_compiler_options::LowerClipDistance (for example i965), references to gl_ClipDistance (a float[8] array) will be converted to references to gl_ClipDistanceMESA (a vec4[2] array). This patch modifies the linker so that requests for transform feedback of gl_ClipDistance are similarly converted. Fixes Piglit test "EXT_transform_feedback/builtin-varyings gl_ClipDistance". Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: Make tfeedback_decl::var_name a const char *.Paul Berry2012-01-051-1/+1
| | | | Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: Add gl_transform_feedback_info::ComponentOffset.Paul Berry2012-01-051-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | When using transform feedback, there are three circumstances in which it is useful for Mesa to instruct a driver to stream out just a portion of a varying slot (rather than the whole vec4): (a) When a varying is smaller than a vec4, Mesa needs to instruct the driver to stream out just the first one, two, or three components of the varying slot. (b) In the future, when we implement varying packing, some varyings will be offset within the vec4, so Mesa will have to instruct the driver to stream out an arbitrary contiguous subset of the components of the varying slot (e.g. .yzw or .yz). (c) On drivers that set gl_shader_compiler_options::LowerClipDistance, if the client requests that an element of gl_ClipDistance be streamed out using transform feedback, Mesa will have to instruct the driver to stream out a single component of one of the gl_ClipDistance varying slots. Previous to this patch, only (a) was possible, since gl_transform_feedback_info specified only the number of components of the varying slot to stream out. This patch adds gl_transform_feedback_info::ComponentOffset, which indicates which components should be streamed out. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: Fix extra memset in store_tfeedback_info()Paul Berry2012-01-051-4/+3
| | | | | | | | | | | | | | Commit 9d36c96d6ec9f2c05c8e0b9ef18c5462cddee8c1 (mesa: Fix glGetTransformFeedbackVarying()) accidentally added an extra memset() call to the store_tfeedback_info() function, causing prog->LinkedTransformFeedback.NumBuffers to be erased. This patch removes the extra memset and rearranges the other operations in store_tfeedback_info() to be in the correct order. Fixes piglit tests "EXT_transform_feedback/api-errors *unbound*" Reviewed-by: Eric Anholt <eric@anholt.net>
* mesa: Fix glGetTransformFeedbackVarying().Eric Anholt2012-01-051-6/+34
| | | | | | | | | | The current implementation was totally broken -- it was looking in an unpopulated structure for varyings, and trying to do so using the current list of varying names, not the list used at link time. v2: Fix leaking of memory into the program per re-link. Reviewed-by: Paul Berry <stereotype441@gmail.com>
* mesa: Check that all buffers are bound in BeginTransformFeedback.Paul Berry2012-01-041-2/+5
| | | | | | | | | | | | | | | | | | | | | | | From the EXT_transform_feedback spec: The error INVALID_OPERATION is generated by BeginTransformFeedbackEXT if any transform feedback buffer object binding point used in transform feedback mode does not have a buffer object bound. This required adding a new NumBuffers field to the gl_transform_feedback_info struct, to keep track of how many transform feedback buffers are required by the current program. Fixes Piglit tests: - EXT_transform_feedback/api-errors interleaved_unbound - EXT_transform_feedback/api-errors separate_unbound_0_1 - EXT_transform_feedback/api-errors separate_unbound_0_2 - EXT_transform_feedback/api-errors separate_unbound_1_2 Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
* mesa: Record transform feedback strides/offsets in linker output.Paul Berry2011-12-201-1/+4
| | | | | | | | | | | | | | | | | | | | | | This patch adds two new fields to the gl_transform_feedback_info struct: - BufferStride records the total number of components (per vertex) that transform feedback is being instructed to store in each buffer. - Outputs[i].DstOffset records the offset within the interleaved structure of each transform feedback output. These values are needed by the i965 gen6 and r600g back-ends, so it seems better to have the linker provide them rather than force each back-end to compute them independently. Also, DstOffset helps pave the way for supporting ARB_transform_feedback3, which allows the transform feedback output to contain holes between attributes by specifying gl_SkipComponents{1,2,3,4} as the varying name. Reviewed-by: Marek Olšák <maraeo@gmail.com>
* mesa: add const flags to skip MaxVarying and MaxUniform linker checks (v2)Marek Olšák2011-12-131-10/+33
| | | | | | | | | This is only temporary until a better solution is available. v2: print warnings and add gallium CAPs Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: set the gl_FragDepth layout in the GLSL linkerMarek Olšák2011-11-191-0/+52
| | | | | Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* linker: Validate resource usage in the linkerIan Romanick2011-11-141-0/+44
| | | | | | | | This is also done in ir_to_mesa and st_glsl_to_tgsi, but that code will be removed soon. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Assign transform feedback varying slots in linker.Paul Berry2011-11-091-63/+490
| | | | | | | | | | | | | | | | | | | | This patch modifies the GLSL linker to assign additional slots for varying variables used by transform feedback, and record the varying slots used by transform feedback for use by the driver back-end. This required modifying assign_varying_locations() so that it assigns a varying location if either (a) the varying is used by the next stage of the GL pipeline, or (b) the varying is required by transform feedback. In order to avoid duplicating the code to assign a single varying location, I moved it into its own function, assign_varying_location(). In addition, to support transform feedback in the case where there is no fragment shader, it is now possible to call assign_varying_locations() with a consumer of NULL. Reviewed-by: Marek Olšák <maraeo@gmail.com> Tested-by: Marek Olšák <maraeo@gmail.com>
* linker: Use app-specified fragment data location during linkingIan Romanick2011-11-081-7/+9
| | | | | | | | Fixes piglit's bindfragdata-link-error. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net>
* Delete code made dead by previous uniform related patchesIan Romanick2011-11-071-152/+0
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
* mesa: Rewrite the way uniforms are tracked and handledIan Romanick2011-11-071-1/+1
| | | | | | | | | | | | | | | | | | | | | Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*, glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the gl_uniform_storage structures in the gl_shader_program. A couple of notes: * Like most rewrite-the-world patches, this should be reviewed by applying the patch and examining the modified functions. * This leaves a lot of dead code around in linker.cpp and uniform_query.cpp. This will be deleted in the next patches. v2: Update the comment block (previously a FINISHME) in _mesa_uniform about generating GL_INVALID_VALUE when an out-of-range sampler index is specified. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
* linker: Make invalidate_variable_locations available outside the compilation ↵Ian Romanick2011-11-071-5/+5
| | | | | | | unit Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
* linker: Check that initializers for global variables matchIan Romanick2011-11-031-7/+41
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This requires tracking a couple extra fields in ir_variable: * A flag to indicate that a variable had an initializer. * For non-const variables, a field to track the constant value of the variable's initializer. For variables non-constant initalizers, ir_variable::has_initializer will be true, but ir_variable::constant_initializer will be NULL. The linker can use the values of these fields to check adherence to the GLSL 4.20 rules for shared global variables: "If a shared global has multiple initializers, the initializers must all be constant expressions, and they must all have the same value. Otherwise, a link error will result. (A shared global having only one initializer does not require that initializer to be a constant expression.)" Previous to 4.20 the GLSL spec simply said that initializers must have the same value. In this case of non-constant initializers, this was impossible to determine. As a result, no vendor actually implemented that behavior. The 4.20 behavior matches the behavior of NVIDIA's shipping implementations. NOTE: This is candidate for the 7.11 branch. This patch also needs the preceding patch "glsl: Refactor generate_ARB_draw_buffers_variables to use add_builtin_constant" Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=34687 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Paul Berry <stereotype441@gmail.com>
* linker: Fix the indentation of a block in cross_validate_globalsIan Romanick2011-11-031-25/+32
| | | | | | | | I suspect the indentation got messed up during a code merge. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Paul Berry <stereotype441@gmail.com>
* linker: Eliminate more dead code after demoting shader inputs and outputsIan Romanick2011-10-251-4/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Consider the following vertex shader and fragment shader: // vertex shader varying vec4 v; uniform vec4 u; void main() { gl_Position = vec4(0.0); v = u; } // fragment shader void main() { gl_FragColor = vec4(0.0); } Since the fragment shader does not use 'v', it is demoted from a varying to a simple global variable. Once that happens, the assignment to 'v' is useless, and it should be removed. In addition, 'u' is no longer active, and it should also be removed. Performing extra dead code elimination after demoting shader inputs and outputs takes care of this. This elimination must occur before assigning uniform locations, or the declaration of 'u' cannot be removed. This change *breaks* the piglit test getuniform-01, but that test is already incorrect. The test uses a vertex shader that assigns to a user-defined varying, but it has no fragment shader. Since Mesa does not support ARB_separate_shader_objects (we only support the EXT version), the linker correctly eliminates the user-defined varying. The cascading effect is that the uniform queried by the C code of the test is also (correctly) eliminated. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980 Tested-by: Brian Paul <brianp@vmware.com> Cc: Bryan Cain <bryancain3@gmail.com> Cc: Vinson Lee <vlee@vmware.com> Cc: José Fonseca <jfonseca@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
* glsl: Add uniform_locations_assigned parameter to do_dead_code opt passIan Romanick2011-10-251-1/+1
| | | | | | | | | | | | | | | | | Setting this flag prevents declarations of uniforms from being removed from the IR. Since the IR is directly used by several API functions that query uniforms in shaders, uniform declarations cannot be removed after the locations have been set. However, it should still be safe to reorder the declarations (this is not tested). Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980 Tested-by: Brian Paul <brianp@vmware.com> Reviewed-by: Bryan Cain <bryancain3@gmail.com> Cc: Vinson Lee <vlee@vmware.com> Cc: José Fonseca <jfonseca@vmware.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Yuanhan Liu <yuanhan.liu@linux.intel.com>
* mesa: Add a flag for shader programs to allow SSO linkage in GLES2.Eric Anholt2011-10-181-1/+2
| | | | | | | | On converting fixed function programs to generate GLSL, the linker became cranky that we were trying to make something that wasn't a linked vertex+fragment program. Given that the Mesa GLES2 drivers also support desktop GL with EXT_sso, just telling the linker to shut up seems like the easiest solution.
* linker: Fix a slightly incorrect commentIan Romanick2011-10-101-1/+4
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* linker: Use gl_shader_program::AttributeBindings for attrib locationsIan Romanick2011-10-041-74/+64
| | | | | Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Delete symbol table in post-link shadersIan Romanick2011-10-041-0/+8
| | | | | | | | | | The symbol table in the linked shaders may contain references to variables that were removed (e.g., unused uniforms). Since it may contain junk, there is no possible valid use. Delete it and set the pointer to NULL. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* mesa: Add a flag to indicate whether a program uses gl_ClipDistance.Paul Berry2011-09-231-1/+4
| | | | | | | | | | | | | | | | | | GLSL 1.30 requires us to use gl_ClipDistance for clipping if the vertex shader contains a static write to it, and otherwise use user-defined clipping planes. Since the driver needs to behave differently in these two cases, we need a flag to record whether the shader has written to gl_ClipDistance. The new flag is called UsesClipDistance. We initially store it in gl_shader_program (since that is the data structure that is available when we check to see whethe gl_ClipDistance was written to), and we later copy it to a flag with the same name in gl_vertex_program, since that is a more convenient place for the driver to access it (in i965, at least). Reviewed-by: Eric Anholt <eric@anholt.net> Tested-by: Brian Paul <brianp@vmware.com>
* glsl: Implement a lowering pass for gl_ClipDistance.Paul Berry2011-09-231-0/+3
| | | | | | | | | | | | | | | | | | | In i965 GEN6+ (and I suspect most other hardware), gl_ClipDistance needs to be laid out as a pair of vec4's (the first containing clip distances 0-3, and the second containing clip distances 4-7). However, it is declared in GLSL as an array of 8 floats. This lowering pass acts at the GLSL level, modifying the declaration of gl_ClipDistance so that it is an array of vec4's rather than an array of floats, and renaming it to gl_ClipDistanceMESA. In addition, it modifies all accesses to the array so that they access the appropiate component of one of the vec4's. Since some hardware may not internally represent gl_ClipDistance as a pair of vec4's, this lowering pass is optional. To enable it, set the LowerClipDistance flag in gl_shader_compiler_options to true. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Make sure gl_ClipDistance and gl_ClipVertex are not both written.Paul Berry2011-09-081-0/+19
| | | | | | | | | | | | | From section 7.1 (Vertex Shader Special Variables) of the GLSL 1.30 spec: "It is an error for a shader to statically write both gl_ClipVertex and gl_ClipDistance." Fixes piglit test mixing-clip-distance-and-clip-vertex-disallowed.c. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
* glsl: Implement the GL_ARB_conservative_depth extension.Kenneth Graunke2011-08-251-1/+1
| | | | | | | It's the same as GL_AMD_conservative_depth. The specs have slight differences in wording, but don't differ in content or behavior. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: validate IR after linking (debug builds only)Paul Berry2011-08-081-0/+8
| | | | | | | | | | | | | | | | | | | | At least one of the invariants verified by IR validation concerns the relative ordering of toplevel constructs in the IR: references to global variables must come after the declarations of those global variables. Since linking affects the ordering of toplevel constructs in the IR, it's possible that a bug in the linker will cause invalid IR to be generated, even if all the pre-linked shaders are valid. (In fact, such a bug was fixed by the previous commit.) Bugs like this are easily masked by further optimization passes, particularly inlining. So to make them easier to track down, this patch addes an IR validation step right after linking, and before final optimization occurs. The validation only occurs on debug builds. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* linker: Make linker_{error,warning} generally availableIan Romanick2011-08-021-0/+13
| | | | | | | | | | linker_warning is a new function. It's identical to linker_error except that it doesn't set LinkStatus=false and it prepends "warning: " on messages instead of "error: ". Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net>
* linker: Make linker_error set LinkStatus to falseIan Romanick2011-08-021-94/+86
| | | | | | | | | | | | Remove the other places that set LinkStatus to false since they all immediately follow a call to linker_error. The function linker_error was previously known as linker_error_printf. The name was changed because it may seem surprising that a printf function will set an error flag. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net>
* glsl: Reject shaders that contain static recursionIan Romanick2011-07-201-0/+4
| | | | | | | | | | | | | | | | | | | The GLSL 1.20 and later specs say: "Recursion is not allowed, not even statically. Static recursion is present if the static function call graph of the program contains cycles." Recursion is detected and rejected both a compile-time and at link-time. The complie-time check happens to detect some cases that may be removed by various optimization passes. The spec doesn't seem to allow this, but other vendors (e.g., NVIDIA) appear to only check at link-time after all optimizations. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=33885 Reviewed-by: Paul Berry <stereotype441@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: silence warning in linker.cppBrian Paul2011-07-191-1/+1
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* glsl: use casts to silence warningBrian Paul2011-07-071-1/+1
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* linker: Assign locations for fragment shader outputIan Romanick2011-07-061-33/+75
| | | | | | | | | | | | | | | | | | | | | Fixes an assertion failure in the piglib out-01.frag ARB_explicit_attrib_location test. The locations set via the layout qualifier in fragment shader were not being applied to the shader outputs. As a result all of these variables still had a location of -1 set. This may need some more work for pre-3.0 contexts. The problem is dealing with generic outputs that lack a layout qualifier. There is no way for the application to specify a location (glBindFragDataLocation is not supported) or query the location assigned by the linker (glGetFragDataLocation is not supported). NOTE: This is a candidate for the 7.10 and 7.11 branches. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=38624 Reviewed-by: Eric Anholt <eric@anholt.net> Cc: Kenneth Graunke <kenneth@whitecape.org> Cc: Vinson Lee <vlee@vmware.com>
* linker: Reject shaders that use too many varyingsIan Romanick2011-06-201-5/+36
| | | | | | | | | | | | Previously it was up to the driver or later code generator to reject these shaders. It turns out that nobody did this. This will need changes to support geometry shaders. NOTE: This is a candidate for the stable branches. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=37743 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
* glsl: Fix typos in comments.Bryan Cain2011-04-231-6/+6
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* glsl: Calcluate Mesa state slots in front-end instead of back-endIan Romanick2011-03-291-0/+13
| | | | | | | | | | | | This should be the last bit of infrastructure changes before generating GLSL IR for assembly shaders. This commit leaves some odd code formatting in ir_to_mesa and brw_fs. This was done to minimize whitespace changes / reindentation in some loops. The following commit will restore formatting sanity. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Chad Versace <chad.versace@intel.com>
* Use C-style system headers in C++ code to avoid issues with std:: namespaceIan Romanick2011-02-211-4/+0
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* linker: Fix off-by-one error implicit array sizingIan Romanick2011-02-151-1/+1
| | | | | | | | | Arrays are zero based. If the highest element accessed is 6, the array needs to have 7 elements. Fixes piglit test glsl-fs-implicit-array-size-03 and bugzilla #34198. NOTE: This is a candidate for the 7.9 and 7.10 branches.
* linker: Generate link errors when ES shaders are missing stagesIan Romanick2011-02-041-0/+14
| | | | | | ES requires that a vertex shader and a fragment shader be present. Fixes bugzilla #32214.
* glsl: Introduce a new "const_in" variable mode.Kenneth Graunke2011-01-311-0/+1
| | | | | | | | This annotation is for an "in" function parameter for which it is only legal to pass constant expressions. The only known example of this, currently, is the textureOffset functions. This should never be used for globals.
* Convert everything from the talloc API to the ralloc API.Kenneth Graunke2011-01-311-11/+11
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* glsl: Raise linking error if gl_FragDepth layout is inconsistentChad Versace2011-01-261-0/+26
| | | | | | | | | From the AMD_conservative_depth spec: If gl_FragDepth is redeclared in any fragment shader in a program, it must be redeclared in all fragment shaders in that program that have static assignments to gl_FragDepth. All redeclarations of gl_FragDepth in all fragment shaders in a single program must have the same set of qualifiers.
* linker: Propagate max_array_access while linking functionsIan Romanick2011-01-251-4/+1
| | | | | | | | | Update the max_array_access of a global as functions that use that global are pulled into the linked shader. Fixes piglit test glsl-fs-implicit-array-size-01 and bugzilla #33219. NOTE: This is a candidate for the 7.9 and 7.10 branches.
* linker: Set sizes for non-global arrays as wellIan Romanick2011-01-251-18/+17
| | | | | | | | | Previously only global arrays with implicit sizes would be patched. This causes all arrays that are actually accessed to be sized. Fixes piglit test glsl-fs-implicit-array-size-02. NOTE: This is a candidate for the 7.9 and 7.10 branches.