diff options
Diffstat (limited to 'mesalib/src/glsl')
25 files changed, 676 insertions, 776 deletions
diff --git a/mesalib/src/glsl/Makefile.sources b/mesalib/src/glsl/Makefile.sources index 50bad85ad..acd19d1ff 100644 --- a/mesalib/src/glsl/Makefile.sources +++ b/mesalib/src/glsl/Makefile.sources @@ -21,6 +21,7 @@ LIBGLSL_FILES = \ $(GLSL_SRCDIR)/ast_function.cpp \ $(GLSL_SRCDIR)/ast_to_hir.cpp \ $(GLSL_SRCDIR)/ast_type.cpp \ + $(GLSL_SRCDIR)/builtin_types.cpp \ $(GLSL_SRCDIR)/builtin_variables.cpp \ $(GLSL_SRCDIR)/glsl_parser_extras.cpp \ $(GLSL_SRCDIR)/glsl_types.cpp \ diff --git a/mesalib/src/glsl/ast_to_hir.cpp b/mesalib/src/glsl/ast_to_hir.cpp index 4b5f04980..efbd72c18 100644 --- a/mesalib/src/glsl/ast_to_hir.cpp +++ b/mesalib/src/glsl/ast_to_hir.cpp @@ -94,6 +94,24 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) detect_conflicting_assignments(state, instructions); state->toplevel_ir = NULL; + + /* Move all of the variable declarations to the front of the IR list, and + * reverse the order. This has the (intended!) side effect that vertex + * shader inputs and fragment shader outputs will appear in the IR in the + * same order that they appeared in the shader code. This results in the + * locations being assigned in the declared order. Many (arguably buggy) + * applications depend on this behavior, and it matches what nearly all + * other drivers do. + */ + foreach_list_safe(node, instructions) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if (var == NULL) + continue; + + var->remove(); + instructions->push_head(var); + } } diff --git a/mesalib/src/glsl/builtin_type_macros.h b/mesalib/src/glsl/builtin_type_macros.h new file mode 100644 index 000000000..fec38da12 --- /dev/null +++ b/mesalib/src/glsl/builtin_type_macros.h @@ -0,0 +1,120 @@ +/* + * Copyright © 2013 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * \file builtin_type_macros.h + * + * This contains definitions for all GLSL built-in types, regardless of what + * language version or extension might provide them. + */ + +#include "glsl_types.h" + +DECL_TYPE(error, GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0) +DECL_TYPE(void, GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0) + +DECL_TYPE(bool, GL_BOOL, GLSL_TYPE_BOOL, 1, 1) +DECL_TYPE(bvec2, GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1) +DECL_TYPE(bvec3, GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1) +DECL_TYPE(bvec4, GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1) + +DECL_TYPE(int, GL_INT, GLSL_TYPE_INT, 1, 1) +DECL_TYPE(ivec2, GL_INT_VEC2, GLSL_TYPE_INT, 2, 1) +DECL_TYPE(ivec3, GL_INT_VEC3, GLSL_TYPE_INT, 3, 1) +DECL_TYPE(ivec4, GL_INT_VEC4, GLSL_TYPE_INT, 4, 1) + +DECL_TYPE(uint, GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1) +DECL_TYPE(uvec2, GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1) +DECL_TYPE(uvec3, GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1) +DECL_TYPE(uvec4, GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1) + +DECL_TYPE(float, GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1) +DECL_TYPE(vec2, GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1) +DECL_TYPE(vec3, GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1) +DECL_TYPE(vec4, GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1) + +DECL_TYPE(mat2, GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2) +DECL_TYPE(mat3, GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3) +DECL_TYPE(mat4, GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4) + +DECL_TYPE(mat2x3, GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2) +DECL_TYPE(mat2x4, GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2) +DECL_TYPE(mat3x2, GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3) +DECL_TYPE(mat3x4, GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3) +DECL_TYPE(mat4x2, GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4) +DECL_TYPE(mat4x3, GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4) + +DECL_TYPE(sampler1D, GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2D, GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler3D, GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(samplerCube, GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler1DArray, GL_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DArray, GL_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(samplerCubeArray, GL_SAMPLER_CUBE_MAP_ARRAY, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DRect, GL_SAMPLER_2D_RECT, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(samplerBuffer, GL_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DMS, GL_SAMPLER_2D_MULTISAMPLE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DMSArray, GL_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT) + +DECL_TYPE(isampler1D, GL_INT_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isampler2D, GL_INT_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isampler3D, GL_INT_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isamplerCube, GL_INT_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isampler1DArray, GL_INT_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT) +DECL_TYPE(isampler2DArray, GL_INT_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT) +DECL_TYPE(isamplerCubeArray, GL_INT_SAMPLER_CUBE_MAP_ARRAY, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT) +DECL_TYPE(isampler2DRect, GL_INT_SAMPLER_2D_RECT, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isamplerBuffer, GL_INT_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isampler2DMS, GL_INT_SAMPLER_2D_MULTISAMPLE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT) +DECL_TYPE(isampler2DMSArray, GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT) + +DECL_TYPE(usampler1D, GL_UNSIGNED_INT_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usampler2D, GL_UNSIGNED_INT_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usampler3D, GL_UNSIGNED_INT_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usamplerCube, GL_INT_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usampler1DArray, GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT) +DECL_TYPE(usampler2DArray, GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT) +DECL_TYPE(usamplerCubeArray, GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY, GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT) +DECL_TYPE(usampler2DRect, GL_UNSIGNED_INT_SAMPLER_2D_RECT, GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usamplerBuffer, GL_UNSIGNED_INT_SAMPLER_BUFFER, GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usampler2DMS, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE, GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT) +DECL_TYPE(usampler2DMSArray, GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT) + +DECL_TYPE(sampler1DShadow, GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DShadow, GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(samplerCubeShadow, GL_SAMPLER_CUBE_SHADOW, GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler1DArrayShadow, GL_SAMPLER_1D_ARRAY_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DArrayShadow, GL_SAMPLER_2D_ARRAY_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(samplerCubeArrayShadow, GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT) +DECL_TYPE(sampler2DRectShadow, GL_SAMPLER_2D_RECT_SHADOW, GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT) + +DECL_TYPE(samplerExternalOES, GL_SAMPLER_EXTERNAL_OES, GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT) + +STRUCT_TYPE(gl_DepthRangeParameters) +STRUCT_TYPE(gl_PointParameters) +STRUCT_TYPE(gl_MaterialParameters) +STRUCT_TYPE(gl_LightSourceParameters) +STRUCT_TYPE(gl_LightModelParameters) +STRUCT_TYPE(gl_LightModelProducts) +STRUCT_TYPE(gl_LightProducts) +STRUCT_TYPE(gl_FogParameters) diff --git a/mesalib/src/glsl/builtin_types.cpp b/mesalib/src/glsl/builtin_types.cpp new file mode 100644 index 000000000..722eda2da --- /dev/null +++ b/mesalib/src/glsl/builtin_types.cpp @@ -0,0 +1,288 @@ +/* + * Copyright © 2013 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * \file builtin_types.cpp + * + * The glsl_type class has static members to represent all the built-in types + * (such as the glsl_type::_float_type flyweight) as well as convenience pointer + * accessors (such as glsl_type::float_type). Those global variables are + * declared and initialized in this file. + * + * This also contains _mesa_glsl_initialize_types(), a function which populates + * a symbol table with the available built-in types for a particular language + * version and set of enabled extensions. + */ + +#include "glsl_types.h" +#include "glsl_parser_extras.h" + +/** + * Declarations of type flyweights (glsl_type::_foo_type) and + * convenience pointers (glsl_type::foo_type). + * @{ + */ +#define DECL_TYPE(NAME, ...) \ + const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \ + const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type; + +#define STRUCT_TYPE(NAME) \ + const glsl_type glsl_type::_struct_##NAME##_type = \ + glsl_type(NAME##_fields, Elements(NAME##_fields), #NAME); \ + const glsl_type *const glsl_type::struct_##NAME##_type = \ + &glsl_type::_struct_##NAME##_type; + +static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = { + { glsl_type::float_type, "near", false }, + { glsl_type::float_type, "far", false }, + { glsl_type::float_type, "diff", false }, +}; + +static const struct glsl_struct_field gl_PointParameters_fields[] = { + { glsl_type::float_type, "size", false }, + { glsl_type::float_type, "sizeMin", false }, + { glsl_type::float_type, "sizeMax", false }, + { glsl_type::float_type, "fadeThresholdSize", false }, + { glsl_type::float_type, "distanceConstantAttenuation", false }, + { glsl_type::float_type, "distanceLinearAttenuation", false }, + { glsl_type::float_type, "distanceQuadraticAttenuation", false }, +}; + +static const struct glsl_struct_field gl_MaterialParameters_fields[] = { + { glsl_type::vec4_type, "emission", false }, + { glsl_type::vec4_type, "ambient", false }, + { glsl_type::vec4_type, "diffuse", false }, + { glsl_type::vec4_type, "specular", false }, + { glsl_type::float_type, "shininess", false }, +}; + +static const struct glsl_struct_field gl_LightSourceParameters_fields[] = { + { glsl_type::vec4_type, "ambient", false }, + { glsl_type::vec4_type, "diffuse", false }, + { glsl_type::vec4_type, "specular", false }, + { glsl_type::vec4_type, "position", false }, + { glsl_type::vec4_type, "halfVector", false }, + { glsl_type::vec3_type, "spotDirection", false }, + { glsl_type::float_type, "spotExponent", false }, + { glsl_type::float_type, "spotCutoff", false }, + { glsl_type::float_type, "spotCosCutoff", false }, + { glsl_type::float_type, "constantAttenuation", false }, + { glsl_type::float_type, "linearAttenuation", false }, + { glsl_type::float_type, "quadraticAttenuation", false }, +}; + +static const struct glsl_struct_field gl_LightModelParameters_fields[] = { + { glsl_type::vec4_type, "ambient", false }, +}; + +static const struct glsl_struct_field gl_LightModelProducts_fields[] = { + { glsl_type::vec4_type, "sceneColor", false }, +}; + +static const struct glsl_struct_field gl_LightProducts_fields[] = { + { glsl_type::vec4_type, "ambient", false }, + { glsl_type::vec4_type, "diffuse", false }, + { glsl_type::vec4_type, "specular", false }, +}; + +static const struct glsl_struct_field gl_FogParameters_fields[] = { + { glsl_type::vec4_type, "color", false }, + { glsl_type::float_type, "density", false }, + { glsl_type::float_type, "start", false }, + { glsl_type::float_type, "end", false }, + { glsl_type::float_type, "scale", false }, +}; + +#include "builtin_type_macros.h" +/** @} */ + +/** + * Code to populate a symbol table with the built-in types available in a + * particular shading language version. The table below contains tags every + * type with the GLSL/GLSL ES versions where it was introduced. + * + * @{ + */ +#define T(TYPE, MIN_GL, MIN_ES) \ + { glsl_type::TYPE##_type, MIN_GL, MIN_ES }, + +const static struct builtin_type_versions { + const glsl_type *const type; + int min_gl; + int min_es; +} builtin_type_versions[] = { + T(void, 110, 100) + T(bool, 110, 100) + T(bvec2, 110, 100) + T(bvec3, 110, 100) + T(bvec4, 110, 100) + T(int, 110, 100) + T(ivec2, 110, 100) + T(ivec3, 110, 100) + T(ivec4, 110, 100) + T(uint, 130, 300) + T(uvec2, 130, 300) + T(uvec3, 130, 300) + T(uvec4, 130, 300) + T(float, 110, 100) + T(vec2, 110, 100) + T(vec3, 110, 100) + T(vec4, 110, 100) + T(mat2, 110, 100) + T(mat3, 110, 100) + T(mat4, 110, 100) + T(mat2x3, 120, 300) + T(mat2x4, 120, 300) + T(mat3x2, 120, 300) + T(mat3x4, 120, 300) + T(mat4x2, 120, 300) + T(mat4x3, 120, 300) + + T(sampler1D, 110, 999) + T(sampler2D, 110, 100) + T(sampler3D, 110, 300) + T(samplerCube, 110, 100) + T(sampler1DArray, 130, 999) + T(sampler2DArray, 130, 300) + T(samplerCubeArray, 400, 999) + T(sampler2DRect, 140, 999) + T(samplerBuffer, 140, 999) + T(sampler2DMS, 150, 999) + T(sampler2DMSArray, 150, 999) + + T(isampler1D, 130, 999) + T(isampler2D, 130, 300) + T(isampler3D, 130, 300) + T(isamplerCube, 130, 300) + T(isampler1DArray, 130, 999) + T(isampler2DArray, 130, 300) + T(isamplerCubeArray, 400, 999) + T(isampler2DRect, 140, 999) + T(isamplerBuffer, 140, 999) + T(isampler2DMS, 150, 999) + T(isampler2DMSArray, 150, 999) + + T(usampler1D, 130, 999) + T(usampler2D, 130, 300) + T(usampler3D, 130, 300) + T(usamplerCube, 130, 300) + T(usampler1DArray, 130, 999) + T(usampler2DArray, 130, 300) + T(usamplerCubeArray, 400, 999) + T(usampler2DRect, 140, 999) + T(usamplerBuffer, 140, 999) + T(usampler2DMS, 150, 999) + T(usampler2DMSArray, 150, 999) + + T(sampler1DShadow, 110, 999) + T(sampler2DShadow, 110, 300) + T(samplerCubeShadow, 130, 300) + T(sampler1DArrayShadow, 130, 999) + T(sampler2DArrayShadow, 130, 300) + T(samplerCubeArrayShadow, 400, 999) + T(sampler2DRectShadow, 140, 999) + + T(struct_gl_DepthRangeParameters, 110, 100) +}; + +const glsl_type *const deprecated_types[] = { + glsl_type::struct_gl_PointParameters_type, + glsl_type::struct_gl_MaterialParameters_type, + glsl_type::struct_gl_LightSourceParameters_type, + glsl_type::struct_gl_LightModelParameters_type, + glsl_type::struct_gl_LightModelProducts_type, + glsl_type::struct_gl_LightProducts_type, + glsl_type::struct_gl_FogParameters_type, +}; + +static inline void +add_type(glsl_symbol_table *symbols, const glsl_type *const type) +{ + symbols->add_type(type->name, type); +} + +/** + * Populate the symbol table with available built-in types. + */ +void +_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state) +{ + struct glsl_symbol_table *symbols = state->symbols; + + for (unsigned i = 0; i < Elements(builtin_type_versions); i++) { + const struct builtin_type_versions *const t = &builtin_type_versions[i]; + if (state->is_version(t->min_gl, t->min_es)) { + add_type(symbols, t->type); + } + } + + /* Add deprecated structure types. While these were deprecated in 1.30, + * they're still present. We've removed them in 1.40+ (OpenGL 3.1+). + */ + if (!state->es_shader && state->language_version < 140) { + for (unsigned i = 0; i < Elements(deprecated_types); i++) { + add_type(symbols, deprecated_types[i]); + } + } + + /* Add types for enabled extensions. They may have already been added + * by the version-based loop, but attempting to add them a second time + * is harmless. + */ + if (state->ARB_texture_cube_map_array_enable) { + add_type(symbols, glsl_type::samplerCubeArray_type); + add_type(symbols, glsl_type::samplerCubeArrayShadow_type); + add_type(symbols, glsl_type::isamplerCubeArray_type); + add_type(symbols, glsl_type::usamplerCubeArray_type); + } + + if (state->ARB_texture_multisample_enable) { + add_type(symbols, glsl_type::sampler2DMS_type); + add_type(symbols, glsl_type::isampler2DMS_type); + add_type(symbols, glsl_type::usampler2DMS_type); + add_type(symbols, glsl_type::sampler2DMSArray_type); + add_type(symbols, glsl_type::isampler2DMSArray_type); + add_type(symbols, glsl_type::usampler2DMSArray_type); + } + + if (state->ARB_texture_rectangle_enable) { + add_type(symbols, glsl_type::sampler2DRect_type); + add_type(symbols, glsl_type::sampler2DRectShadow_type); + } + + if (state->EXT_texture_array_enable) { + add_type(symbols, glsl_type::sampler1DArray_type); + add_type(symbols, glsl_type::sampler2DArray_type); + add_type(symbols, glsl_type::sampler1DArrayShadow_type); + add_type(symbols, glsl_type::sampler2DArrayShadow_type); + } + + if (state->OES_EGL_image_external_enable) { + add_type(symbols, glsl_type::samplerExternalOES_type); + } + + if (state->OES_texture_3D_enable) { + add_type(symbols, glsl_type::sampler3D_type); + } +} +/** @} */ diff --git a/mesalib/src/glsl/builtin_types.h b/mesalib/src/glsl/builtin_types.h deleted file mode 100644 index acd2d76d5..000000000 --- a/mesalib/src/glsl/builtin_types.h +++ /dev/null @@ -1,368 +0,0 @@ -/* - * Copyright © 2009 Intel Corporation - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice (including the next - * paragraph) shall be included in all copies or substantial portions of the - * Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING - * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER - * DEALINGS IN THE SOFTWARE. - */ - -const glsl_type glsl_type::_error_type = - glsl_type(GL_INVALID_ENUM, GLSL_TYPE_ERROR, 0, 0, ""); - -const glsl_type glsl_type::_void_type = - glsl_type(GL_INVALID_ENUM, GLSL_TYPE_VOID, 0, 0, "void"); - -const glsl_type glsl_type::_sampler3D_type = - glsl_type(GL_SAMPLER_3D, GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_FLOAT, - "sampler3D"); - -const glsl_type glsl_type::_samplerCubeShadow_type = - glsl_type(GL_SAMPLER_CUBE_SHADOW, - GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, - "samplerCubeShadow"); - -const glsl_type *const glsl_type::error_type = & glsl_type::_error_type; -const glsl_type *const glsl_type::void_type = & glsl_type::_void_type; - -/** \name Core built-in types - * - * These types exist in all versions of GLSL. - */ -/*@{*/ - -const glsl_type glsl_type::builtin_core_types[] = { - glsl_type(GL_BOOL, GLSL_TYPE_BOOL, 1, 1, "bool"), - glsl_type(GL_BOOL_VEC2, GLSL_TYPE_BOOL, 2, 1, "bvec2"), - glsl_type(GL_BOOL_VEC3, GLSL_TYPE_BOOL, 3, 1, "bvec3"), - glsl_type(GL_BOOL_VEC4, GLSL_TYPE_BOOL, 4, 1, "bvec4"), - glsl_type(GL_INT, GLSL_TYPE_INT, 1, 1, "int"), - glsl_type(GL_INT_VEC2, GLSL_TYPE_INT, 2, 1, "ivec2"), - glsl_type(GL_INT_VEC3, GLSL_TYPE_INT, 3, 1, "ivec3"), - glsl_type(GL_INT_VEC4, GLSL_TYPE_INT, 4, 1, "ivec4"), - glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"), - glsl_type(GL_FLOAT_VEC2, GLSL_TYPE_FLOAT, 2, 1, "vec2"), - glsl_type(GL_FLOAT_VEC3, GLSL_TYPE_FLOAT, 3, 1, "vec3"), - glsl_type(GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1, "vec4"), - glsl_type(GL_FLOAT_MAT2, GLSL_TYPE_FLOAT, 2, 2, "mat2"), - glsl_type(GL_FLOAT_MAT3, GLSL_TYPE_FLOAT, 3, 3, "mat3"), - glsl_type(GL_FLOAT_MAT4, GLSL_TYPE_FLOAT, 4, 4, "mat4"), - glsl_type(GL_SAMPLER_2D, GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_FLOAT, - "sampler2D"), - glsl_type(GL_SAMPLER_CUBE, GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_FLOAT, - "samplerCube"), -}; - -const glsl_type *const glsl_type::bool_type = & builtin_core_types[0]; -const glsl_type *const glsl_type::bvec2_type = & builtin_core_types[1]; -const glsl_type *const glsl_type::bvec3_type = & builtin_core_types[2]; -const glsl_type *const glsl_type::bvec4_type = & builtin_core_types[3]; -const glsl_type *const glsl_type::int_type = & builtin_core_types[4]; -const glsl_type *const glsl_type::ivec2_type = & builtin_core_types[5]; -const glsl_type *const glsl_type::ivec3_type = & builtin_core_types[6]; -const glsl_type *const glsl_type::ivec4_type = & builtin_core_types[7]; -const glsl_type *const glsl_type::float_type = & builtin_core_types[8]; -const glsl_type *const glsl_type::vec2_type = & builtin_core_types[9]; -const glsl_type *const glsl_type::vec3_type = & builtin_core_types[10]; -const glsl_type *const glsl_type::vec4_type = & builtin_core_types[11]; -const glsl_type *const glsl_type::mat2_type = & builtin_core_types[12]; -const glsl_type *const glsl_type::mat3_type = & builtin_core_types[13]; -const glsl_type *const glsl_type::mat4_type = & builtin_core_types[14]; -/*@}*/ - -/** \name GLSL structures that have not been deprecated. - */ -/*@{*/ - -static const struct glsl_struct_field gl_DepthRangeParameters_fields[] = { - { glsl_type::float_type, "near", false }, - { glsl_type::float_type, "far", false }, - { glsl_type::float_type, "diff", false }, -}; - -const glsl_type glsl_type::builtin_structure_types[] = { - glsl_type(gl_DepthRangeParameters_fields, - Elements(gl_DepthRangeParameters_fields), - "gl_DepthRangeParameters"), -}; -/*@}*/ - -/** \name GLSL 1.00 / 1.10 structures that are deprecated in GLSL 1.30 - */ -/*@{*/ - -static const struct glsl_struct_field gl_PointParameters_fields[] = { - { glsl_type::float_type, "size", false }, - { glsl_type::float_type, "sizeMin", false }, - { glsl_type::float_type, "sizeMax", false }, - { glsl_type::float_type, "fadeThresholdSize", false }, - { glsl_type::float_type, "distanceConstantAttenuation", false }, - { glsl_type::float_type, "distanceLinearAttenuation", false }, - { glsl_type::float_type, "distanceQuadraticAttenuation", false }, -}; - -static const struct glsl_struct_field gl_MaterialParameters_fields[] = { - { glsl_type::vec4_type, "emission", false }, - { glsl_type::vec4_type, "ambient", false }, - { glsl_type::vec4_type, "diffuse", false }, - { glsl_type::vec4_type, "specular", false }, - { glsl_type::float_type, "shininess", false }, -}; - -static const struct glsl_struct_field gl_LightSourceParameters_fields[] = { - { glsl_type::vec4_type, "ambient", false }, - { glsl_type::vec4_type, "diffuse", false }, - { glsl_type::vec4_type, "specular", false }, - { glsl_type::vec4_type, "position", false }, - { glsl_type::vec4_type, "halfVector", false }, - { glsl_type::vec3_type, "spotDirection", false }, - { glsl_type::float_type, "spotExponent", false }, - { glsl_type::float_type, "spotCutoff", false }, - { glsl_type::float_type, "spotCosCutoff", false }, - { glsl_type::float_type, "constantAttenuation", false }, - { glsl_type::float_type, "linearAttenuation", false }, - { glsl_type::float_type, "quadraticAttenuation", false }, -}; - -static const struct glsl_struct_field gl_LightModelParameters_fields[] = { - { glsl_type::vec4_type, "ambient", false }, -}; - -static const struct glsl_struct_field gl_LightModelProducts_fields[] = { - { glsl_type::vec4_type, "sceneColor", false }, -}; - -static const struct glsl_struct_field gl_LightProducts_fields[] = { - { glsl_type::vec4_type, "ambient", false }, - { glsl_type::vec4_type, "diffuse", false }, - { glsl_type::vec4_type, "specular", false }, -}; - -static const struct glsl_struct_field gl_FogParameters_fields[] = { - { glsl_type::vec4_type, "color", false }, - { glsl_type::float_type, "density", false }, - { glsl_type::float_type, "start", false }, - { glsl_type::float_type, "end", false }, - { glsl_type::float_type, "scale", false }, -}; - -const glsl_type glsl_type::builtin_110_deprecated_structure_types[] = { - glsl_type(gl_PointParameters_fields, - Elements(gl_PointParameters_fields), - "gl_PointParameters"), - glsl_type(gl_MaterialParameters_fields, - Elements(gl_MaterialParameters_fields), - "gl_MaterialParameters"), - glsl_type(gl_LightSourceParameters_fields, - Elements(gl_LightSourceParameters_fields), - "gl_LightSourceParameters"), - glsl_type(gl_LightModelParameters_fields, - Elements(gl_LightModelParameters_fields), - "gl_LightModelParameters"), - glsl_type(gl_LightModelProducts_fields, - Elements(gl_LightModelProducts_fields), - "gl_LightModelProducts"), - glsl_type(gl_LightProducts_fields, - Elements(gl_LightProducts_fields), - "gl_LightProducts"), - glsl_type(gl_FogParameters_fields, - Elements(gl_FogParameters_fields), - "gl_FogParameters"), -}; -/*@}*/ - -/** \name Types in GLSL 1.10 (but not GLSL ES 1.00) - */ -/*@{*/ -const glsl_type glsl_type::builtin_110_types[] = { - glsl_type(GL_SAMPLER_1D, GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_FLOAT, - "sampler1D"), - glsl_type(GL_SAMPLER_1D_SHADOW, GLSL_SAMPLER_DIM_1D, 1, 0, GLSL_TYPE_FLOAT, - "sampler1DShadow"), - glsl_type(GL_SAMPLER_2D_SHADOW, GLSL_SAMPLER_DIM_2D, 1, 0, GLSL_TYPE_FLOAT, - "sampler2DShadow"), -}; -/*@}*/ - -/** \name Types added in GLSL 1.20 - */ -/*@{*/ - -const glsl_type glsl_type::builtin_120_types[] = { - glsl_type(GL_FLOAT_MAT2x3, GLSL_TYPE_FLOAT, 3, 2, "mat2x3"), - glsl_type(GL_FLOAT_MAT2x4, GLSL_TYPE_FLOAT, 4, 2, "mat2x4"), - glsl_type(GL_FLOAT_MAT3x2, GLSL_TYPE_FLOAT, 2, 3, "mat3x2"), - glsl_type(GL_FLOAT_MAT3x4, GLSL_TYPE_FLOAT, 4, 3, "mat3x4"), - glsl_type(GL_FLOAT_MAT4x2, GLSL_TYPE_FLOAT, 2, 4, "mat4x2"), - glsl_type(GL_FLOAT_MAT4x3, GLSL_TYPE_FLOAT, 3, 4, "mat4x3"), -}; -const glsl_type *const glsl_type::mat2x3_type = & builtin_120_types[0]; -const glsl_type *const glsl_type::mat2x4_type = & builtin_120_types[1]; -const glsl_type *const glsl_type::mat3x2_type = & builtin_120_types[2]; -const glsl_type *const glsl_type::mat3x4_type = & builtin_120_types[3]; -const glsl_type *const glsl_type::mat4x2_type = & builtin_120_types[4]; -const glsl_type *const glsl_type::mat4x3_type = & builtin_120_types[5]; -/*@}*/ - -/** \name Types added in GLSL 1.30 - */ -/*@{*/ - -const glsl_type glsl_type::builtin_130_types[] = { - glsl_type(GL_UNSIGNED_INT, GLSL_TYPE_UINT, 1, 1, "uint"), - glsl_type(GL_UNSIGNED_INT_VEC2, GLSL_TYPE_UINT, 2, 1, "uvec2"), - glsl_type(GL_UNSIGNED_INT_VEC3, GLSL_TYPE_UINT, 3, 1, "uvec3"), - glsl_type(GL_UNSIGNED_INT_VEC4, GLSL_TYPE_UINT, 4, 1, "uvec4"), - - /* 1D and 2D texture arrays - several of these are included only in - * builtin_EXT_texture_array_types. - */ - glsl_type(GL_INT_SAMPLER_1D_ARRAY, - GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_INT, "isampler1DArray"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_1D_ARRAY, - GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_UINT, "usampler1DArray"), - glsl_type(GL_INT_SAMPLER_2D_ARRAY, - GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_INT, "isampler2DArray"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_ARRAY, - GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_UINT, "usampler2DArray"), - - /* cube shadow samplers */ - glsl_type(GL_SAMPLER_CUBE_SHADOW, - GLSL_SAMPLER_DIM_CUBE, 1, 0, GLSL_TYPE_FLOAT, "samplerCubeShadow"), - - /* signed and unsigned integer samplers */ - glsl_type(GL_INT_SAMPLER_1D, - GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_INT, "isampler1D"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_1D, - GLSL_SAMPLER_DIM_1D, 0, 0, GLSL_TYPE_UINT, "usampler1D"), - glsl_type(GL_INT_SAMPLER_2D, - GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_INT, "isampler2D"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_2D, - GLSL_SAMPLER_DIM_2D, 0, 0, GLSL_TYPE_UINT, "usampler2D"), - glsl_type(GL_INT_SAMPLER_3D, - GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_INT, "isampler3D"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_3D, - GLSL_SAMPLER_DIM_3D, 0, 0, GLSL_TYPE_UINT, "usampler3D"), - glsl_type(GL_INT_SAMPLER_CUBE, - GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_INT, "isamplerCube"), - glsl_type(GL_INT_SAMPLER_CUBE, - GLSL_SAMPLER_DIM_CUBE, 0, 0, GLSL_TYPE_UINT, "usamplerCube"), -}; - -const glsl_type *const glsl_type::uint_type = & builtin_130_types[0]; -const glsl_type *const glsl_type::uvec2_type = & builtin_130_types[1]; -const glsl_type *const glsl_type::uvec3_type = & builtin_130_types[2]; -const glsl_type *const glsl_type::uvec4_type = & builtin_130_types[3]; -/*@}*/ - - -/** \name Types added in GLSL 1.40 - */ -/*@{*/ -const glsl_type glsl_type::builtin_140_types[] = { - glsl_type(GL_INT_SAMPLER_2D_RECT, - GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_INT, "isampler2DRect"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_RECT, - GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_UINT, "usampler2DRect"), -}; -/*@}*/ - -/** \name Sampler types added by GL_ARB_texture_rectangle - */ -/*@{*/ - -const glsl_type glsl_type::builtin_ARB_texture_rectangle_types[] = { - glsl_type(GL_SAMPLER_2D_RECT, - GLSL_SAMPLER_DIM_RECT, 0, 0, GLSL_TYPE_FLOAT, "sampler2DRect"), - glsl_type(GL_SAMPLER_2D_RECT_SHADOW, - GLSL_SAMPLER_DIM_RECT, 1, 0, GLSL_TYPE_FLOAT, "sampler2DRectShadow"), -}; -/*@}*/ - -/** \name Sampler types added by GL_EXT_texture_array - */ -/*@{*/ - -const glsl_type glsl_type::builtin_EXT_texture_array_types[] = { - glsl_type(GL_SAMPLER_1D_ARRAY, - GLSL_SAMPLER_DIM_1D, 0, 1, GLSL_TYPE_FLOAT, "sampler1DArray"), - glsl_type(GL_SAMPLER_2D_ARRAY, - GLSL_SAMPLER_DIM_2D, 0, 1, GLSL_TYPE_FLOAT, "sampler2DArray"), - glsl_type(GL_SAMPLER_1D_ARRAY_SHADOW, - GLSL_SAMPLER_DIM_1D, 1, 1, GLSL_TYPE_FLOAT, "sampler1DArrayShadow"), - glsl_type(GL_SAMPLER_2D_ARRAY_SHADOW, - GLSL_SAMPLER_DIM_2D, 1, 1, GLSL_TYPE_FLOAT, "sampler2DArrayShadow"), -}; -/*@}*/ - -/** \name Sampler types added by GL_EXT_texture_buffer_object - */ -/*@{*/ - -const glsl_type glsl_type::builtin_EXT_texture_buffer_object_types[] = { - glsl_type(GL_SAMPLER_BUFFER, - GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_FLOAT, "samplerBuffer"), - glsl_type(GL_INT_SAMPLER_BUFFER, - GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_INT, "isamplerBuffer"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_BUFFER, - GLSL_SAMPLER_DIM_BUF, 0, 0, GLSL_TYPE_UINT, "usamplerBuffer"), -}; -/*@}*/ - -/** \name Sampler types added by GL_OES_EGL_image_external - */ -/*@{*/ - -const glsl_type glsl_type::builtin_OES_EGL_image_external_types[] = { - glsl_type(GL_SAMPLER_EXTERNAL_OES, - GLSL_SAMPLER_DIM_EXTERNAL, 0, 0, GLSL_TYPE_FLOAT, "samplerExternalOES"), -}; -/*@}*/ - -/** \name Sampler types added by GL_ARB_texture_cube_map_array - */ -/*@{*/ -const glsl_type glsl_type::builtin_ARB_texture_cube_map_array_types[] = { - glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY, - GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_FLOAT, "samplerCubeArray"), - glsl_type(GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW, - GLSL_SAMPLER_DIM_CUBE, 1, 1, GLSL_TYPE_FLOAT, "samplerCubeArrayShadow"), - glsl_type(GL_INT_SAMPLER_CUBE_MAP_ARRAY, - GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_INT, "isamplerCubeArray"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY, - GLSL_SAMPLER_DIM_CUBE, 0, 1, GLSL_TYPE_UINT, "usamplerCubeArray"), -}; -/*@}*/ - -/** \name Sampler types added by GL_ARB_texture_multisample - */ -/*@{*/ -const glsl_type glsl_type::builtin_ARB_texture_multisample_types[] = { - glsl_type(GL_SAMPLER_2D_MULTISAMPLE, - GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_FLOAT, "sampler2DMS"), - glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE, - GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_INT, "isampler2DMS"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE, - GLSL_SAMPLER_DIM_MS, 0, 0, GLSL_TYPE_UINT, "usampler2DMS"), - glsl_type(GL_SAMPLER_2D_MULTISAMPLE_ARRAY, - GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_FLOAT, "sampler2DMSArray"), - glsl_type(GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, - GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_INT, "isampler2DMSArray"), - glsl_type(GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY, - GLSL_SAMPLER_DIM_MS, 0, 1, GLSL_TYPE_UINT, "usampler2DMSArray"), -}; -/*@}*/ diff --git a/mesalib/src/glsl/glsl_parser_extras.cpp b/mesalib/src/glsl/glsl_parser_extras.cpp index 98627145a..f4087df30 100644 --- a/mesalib/src/glsl/glsl_parser_extras.cpp +++ b/mesalib/src/glsl/glsl_parser_extras.cpp @@ -28,6 +28,7 @@ extern "C" { #include "main/core.h" /* for struct gl_context */ #include "main/context.h" +#include "main/shaderobj.h" } #include "ralloc.h" @@ -302,6 +303,41 @@ _mesa_glsl_parse_state::process_version_directive(YYLTYPE *locp, int version, } } +extern "C" { + +/** + * The most common use of _mesa_glsl_shader_target_name(), which is + * shared with C code in Mesa core to translate a GLenum to a short + * shader stage name in debug printouts. + * + * It recognizes the PROGRAM variants of the names so it can be used + * with a struct gl_program->Target, not just a struct + * gl_shader->Type. + */ +const char * +_mesa_glsl_shader_target_name(GLenum type) +{ + switch (type) { + case GL_VERTEX_SHADER: + case GL_VERTEX_PROGRAM_ARB: + return "vertex"; + case GL_FRAGMENT_SHADER: + case GL_FRAGMENT_PROGRAM_ARB: + return "fragment"; + case GL_GEOMETRY_SHADER: + return "geometry"; + default: + assert(!"Should not get here."); + return "unknown"; + } +} + +} /* extern "C" */ + +/** + * Overloaded C++ variant usable within the compiler for translating + * our internal enum into short stage names. + */ const char * _mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target) { @@ -1202,6 +1238,88 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier, this->declarations.push_degenerate_list_at_head(&declarator_list->link); } +extern "C" { + +void +_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, + bool dump_ast, bool dump_hir) +{ + struct _mesa_glsl_parse_state *state = + new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); + const char *source = shader->Source; + + state->error = glcpp_preprocess(state, &source, &state->info_log, + &ctx->Extensions, ctx); + + if (!state->error) { + _mesa_glsl_lexer_ctor(state, source); + _mesa_glsl_parse(state); + _mesa_glsl_lexer_dtor(state); + } + + if (dump_ast) { + foreach_list_const(n, &state->translation_unit) { + ast_node *ast = exec_node_data(ast_node, n, link); + ast->print(); + } + printf("\n\n"); + } + + ralloc_free(shader->ir); + shader->ir = new(shader) exec_list; + if (!state->error && !state->translation_unit.is_empty()) + _mesa_ast_to_hir(shader->ir, state); + + if (!state->error) { + validate_ir_tree(shader->ir); + + /* Print out the unoptimized IR. */ + if (dump_hir) { + _mesa_print_ir(shader->ir, state); + } + } + + + if (!state->error && !shader->ir->is_empty()) { + struct gl_shader_compiler_options *options = + &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; + + /* 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)) + ; + + validate_ir_tree(shader->ir); + } + + if (shader->InfoLog) + ralloc_free(shader->InfoLog); + + shader->symbols = state->symbols; + shader->CompileStatus = !state->error; + shader->InfoLog = state->info_log; + shader->Version = state->language_version; + shader->InfoLog = state->info_log; + shader->IsES = state->es_shader; + + memcpy(shader->builtins_to_link, state->builtins_to_link, + sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); + shader->num_builtins_to_link = state->num_builtins_to_link; + + if (shader->UniformBlocks) + ralloc_free(shader->UniformBlocks); + shader->NumUniformBlocks = state->num_uniform_blocks; + shader->UniformBlocks = state->uniform_blocks; + ralloc_steal(shader, shader->UniformBlocks); + + /* Retain any live IR, but trash the rest. */ + reparent_ir(shader->ir, shader->ir); + + ralloc_free(state); +} + +} /* extern "C" */ /** * Do the set of common optimizations passes * diff --git a/mesalib/src/glsl/glsl_parser_extras.h b/mesalib/src/glsl/glsl_parser_extras.h index cdb8fc00d..bf665663e 100644 --- a/mesalib/src/glsl/glsl_parser_extras.h +++ b/mesalib/src/glsl/glsl_parser_extras.h @@ -375,6 +375,9 @@ _mesa_glsl_shader_target_name(enum _mesa_glsl_parser_targets target); extern "C" { #endif +extern const char * +_mesa_glsl_shader_target_name(GLenum type); + extern int glcpp_preprocess(void *ctx, const char **shader, char **info_log, const struct gl_extensions *extensions, struct gl_context *gl_ctx); diff --git a/mesalib/src/glsl/glsl_types.cpp b/mesalib/src/glsl/glsl_types.cpp index df9c5d36f..9d3691b54 100644 --- a/mesalib/src/glsl/glsl_types.cpp +++ b/mesalib/src/glsl/glsl_types.cpp @@ -27,7 +27,6 @@ #include "glsl_symbol_table.h" #include "glsl_parser_extras.h" #include "glsl_types.h" -#include "builtin_types.h" extern "C" { #include "program/hash_table.h" } @@ -129,22 +128,6 @@ glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields, } } -static void -add_types_to_symbol_table(glsl_symbol_table *symtab, - const struct glsl_type *types, - unsigned num_types, bool warn, - bool skip_1d) -{ - (void) warn; - - for (unsigned i = 0; i < num_types; i++) { - if (skip_1d && types[i].base_type == GLSL_TYPE_SAMPLER - && types[i].sampler_dimensionality == GLSL_SAMPLER_DIM_1D) - continue; - - symtab->add_type(types[i].name, & types[i]); - } -} bool glsl_type::contains_sampler() const @@ -210,242 +193,6 @@ glsl_type::sampler_index() const } } -void -glsl_type::generate_100ES_types(glsl_symbol_table *symtab) -{ - bool skip_1d = false; - add_types_to_symbol_table(symtab, builtin_core_types, - Elements(builtin_core_types), - false, skip_1d); - add_types_to_symbol_table(symtab, builtin_structure_types, - Elements(builtin_structure_types), - false, skip_1d); - add_types_to_symbol_table(symtab, void_type, 1, false, skip_1d); -} - -void -glsl_type::generate_300ES_types(glsl_symbol_table *symtab) -{ - /* GLSL 3.00 ES types are the same as GLSL 1.30 types, except that 1D - * samplers are skipped, and samplerCubeShadow is added. - */ - bool add_deprecated = false; - bool skip_1d = true; - - generate_130_types(symtab, add_deprecated, skip_1d); - - add_types_to_symbol_table(symtab, &_samplerCubeShadow_type, 1, false, - skip_1d); -} - -void -glsl_type::generate_110_types(glsl_symbol_table *symtab, bool add_deprecated, - bool skip_1d) -{ - generate_100ES_types(symtab); - - add_types_to_symbol_table(symtab, builtin_110_types, - Elements(builtin_110_types), - false, skip_1d); - add_types_to_symbol_table(symtab, &_sampler3D_type, 1, false, skip_1d); - if (add_deprecated) { - add_types_to_symbol_table(symtab, builtin_110_deprecated_structure_types, - Elements(builtin_110_deprecated_structure_types), - false, skip_1d); - } -} - - -void -glsl_type::generate_120_types(glsl_symbol_table *symtab, bool add_deprecated, - bool skip_1d) -{ - generate_110_types(symtab, add_deprecated, skip_1d); - - add_types_to_symbol_table(symtab, builtin_120_types, - Elements(builtin_120_types), false, skip_1d); -} - - -void -glsl_type::generate_130_types(glsl_symbol_table *symtab, bool add_deprecated, - bool skip_1d) -{ - generate_120_types(symtab, add_deprecated, skip_1d); - - add_types_to_symbol_table(symtab, builtin_130_types, - Elements(builtin_130_types), false, skip_1d); - generate_EXT_texture_array_types(symtab, false); -} - - -void -glsl_type::generate_140_types(glsl_symbol_table *symtab) -{ - bool skip_1d = false; - - generate_130_types(symtab, false, skip_1d); - - add_types_to_symbol_table(symtab, builtin_140_types, - Elements(builtin_140_types), false, skip_1d); - - add_types_to_symbol_table(symtab, builtin_EXT_texture_buffer_object_types, - Elements(builtin_EXT_texture_buffer_object_types), - false, skip_1d); -} - - -void -glsl_type::generate_150_types(glsl_symbol_table *symtab) -{ - generate_140_types(symtab); - generate_ARB_texture_multisample_types(symtab, false); -} - - -void -glsl_type::generate_ARB_texture_rectangle_types(glsl_symbol_table *symtab, - bool warn) -{ - bool skip_1d = false; - - add_types_to_symbol_table(symtab, builtin_ARB_texture_rectangle_types, - Elements(builtin_ARB_texture_rectangle_types), - warn, skip_1d); -} - - -void -glsl_type::generate_EXT_texture_array_types(glsl_symbol_table *symtab, - bool warn) -{ - bool skip_1d = false; - - add_types_to_symbol_table(symtab, builtin_EXT_texture_array_types, - Elements(builtin_EXT_texture_array_types), - warn, skip_1d); -} - - -void -glsl_type::generate_OES_texture_3D_types(glsl_symbol_table *symtab, bool warn) -{ - bool skip_1d = false; - - add_types_to_symbol_table(symtab, &_sampler3D_type, 1, warn, skip_1d); -} - - -void -glsl_type::generate_OES_EGL_image_external_types(glsl_symbol_table *symtab, - bool warn) -{ - bool skip_1d = false; - - add_types_to_symbol_table(symtab, builtin_OES_EGL_image_external_types, - Elements(builtin_OES_EGL_image_external_types), - warn, skip_1d); -} - -void -glsl_type::generate_ARB_texture_cube_map_array_types(glsl_symbol_table *symtab, - bool warn) -{ - bool skip_1d = false; - - add_types_to_symbol_table(symtab, builtin_ARB_texture_cube_map_array_types, - Elements(builtin_ARB_texture_cube_map_array_types), - warn, skip_1d); -} - -void -glsl_type::generate_ARB_texture_multisample_types(glsl_symbol_table *symtab, - bool warn) -{ - bool skip_1d = false; - add_types_to_symbol_table(symtab, builtin_ARB_texture_multisample_types, - Elements(builtin_ARB_texture_multisample_types), - warn, skip_1d); -} - -void -_mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state) -{ - if (state->es_shader) { - switch (state->language_version) { - case 100: - assert(state->es_shader); - glsl_type::generate_100ES_types(state->symbols); - break; - case 300: - glsl_type::generate_300ES_types(state->symbols); - break; - default: - assert(!"Unexpected language version"); - break; - } - } else { - bool skip_1d = false; - switch (state->language_version) { - case 110: - glsl_type::generate_110_types(state->symbols, true, skip_1d); - break; - case 120: - glsl_type::generate_120_types(state->symbols, true, skip_1d); - break; - case 130: - glsl_type::generate_130_types(state->symbols, true, skip_1d); - break; - case 140: - glsl_type::generate_140_types(state->symbols); - break; - case 150: - glsl_type::generate_150_types(state->symbols); - break; - default: - assert(!"Unexpected language version"); - break; - } - } - - if (state->ARB_texture_rectangle_enable || - state->is_version(140, 0)) { - glsl_type::generate_ARB_texture_rectangle_types(state->symbols, - state->ARB_texture_rectangle_warn); - } - if (state->OES_texture_3D_enable - && state->is_version(0, 100)) { - glsl_type::generate_OES_texture_3D_types(state->symbols, - state->OES_texture_3D_warn); - } - - if (state->EXT_texture_array_enable - && !state->is_version(130, 0)) { - // These are already included in 130; don't create twice. - glsl_type::generate_EXT_texture_array_types(state->symbols, - state->EXT_texture_array_warn); - } - - /* We cannot check for language_version == 100 here because we need the - * types to support fixed-function program generation. But this is fine - * since the extension is never enabled for OpenGL contexts. - */ - if (state->OES_EGL_image_external_enable) { - glsl_type::generate_OES_EGL_image_external_types(state->symbols, - state->OES_EGL_image_external_warn); - } - - if (state->ARB_texture_cube_map_array_enable) { - glsl_type::generate_ARB_texture_cube_map_array_types(state->symbols, - state->ARB_texture_cube_map_array_warn); - } - - if (state->ARB_texture_multisample_enable) { - glsl_type::generate_ARB_texture_multisample_types(state->symbols, - state->ARB_texture_multisample_warn); - } -} - const glsl_type *glsl_type::get_base_type() const { @@ -534,6 +281,58 @@ glsl_type::glsl_type(const glsl_type *array, unsigned length) : } +const glsl_type *const +glsl_type::vec(unsigned components) +{ + if (components == 0 || components > 4) + return error_type; + + static const glsl_type *const ts[] = { + float_type, vec2_type, vec3_type, vec4_type + }; + return ts[components - 1]; +} + + +const glsl_type *const +glsl_type::ivec(unsigned components) +{ + if (components == 0 || components > 4) + return error_type; + + static const glsl_type *const ts[] = { + int_type, ivec2_type, ivec3_type, ivec4_type + }; + return ts[components - 1]; +} + + +const glsl_type *const +glsl_type::uvec(unsigned components) +{ + if (components == 0 || components > 4) + return error_type; + + static const glsl_type *const ts[] = { + uint_type, uvec2_type, uvec3_type, uvec4_type + }; + return ts[components - 1]; +} + + +const glsl_type *const +glsl_type::bvec(unsigned components) +{ + if (components == 0 || components > 4) + return error_type; + + static const glsl_type *const ts[] = { + bool_type, bvec2_type, bvec3_type, bvec4_type + }; + return ts[components - 1]; +} + + const glsl_type * glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns) { @@ -548,13 +347,13 @@ glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns) if (columns == 1) { switch (base_type) { case GLSL_TYPE_UINT: - return uint_type + (rows - 1); + return uvec(rows); case GLSL_TYPE_INT: - return int_type + (rows - 1); + return ivec(rows); case GLSL_TYPE_FLOAT: - return float_type + (rows - 1); + return vec(rows); case GLSL_TYPE_BOOL: - return bool_type + (rows - 1); + return bvec(rows); default: return error_type; } diff --git a/mesalib/src/glsl/glsl_types.h b/mesalib/src/glsl/glsl_types.h index 31e3dd253..cb5208029 100644 --- a/mesalib/src/glsl/glsl_types.h +++ b/mesalib/src/glsl/glsl_types.h @@ -153,40 +153,28 @@ struct glsl_type { struct glsl_struct_field *structure; /**< List of struct fields. */ } fields; - /** * \name Pointers to various public type singletons */ /*@{*/ - static const glsl_type *const error_type; - static const glsl_type *const void_type; - static const glsl_type *const int_type; - static const glsl_type *const ivec2_type; - static const glsl_type *const ivec3_type; - static const glsl_type *const ivec4_type; - static const glsl_type *const uint_type; - static const glsl_type *const uvec2_type; - static const glsl_type *const uvec3_type; - static const glsl_type *const uvec4_type; - static const glsl_type *const float_type; - static const glsl_type *const vec2_type; - static const glsl_type *const vec3_type; - static const glsl_type *const vec4_type; - static const glsl_type *const bool_type; - static const glsl_type *const bvec2_type; - static const glsl_type *const bvec3_type; - static const glsl_type *const bvec4_type; - static const glsl_type *const mat2_type; - static const glsl_type *const mat2x3_type; - static const glsl_type *const mat2x4_type; - static const glsl_type *const mat3x2_type; - static const glsl_type *const mat3_type; - static const glsl_type *const mat3x4_type; - static const glsl_type *const mat4x2_type; - static const glsl_type *const mat4x3_type; - static const glsl_type *const mat4_type; +#undef DECL_TYPE +#define DECL_TYPE(NAME, ...) \ + static const glsl_type *const NAME##_type; +#undef STRUCT_TYPE +#define STRUCT_TYPE(NAME) \ + static const glsl_type *const struct_##NAME##_type; +#include "builtin_type_macros.h" /*@}*/ + /** + * Convenience accessors for vector types (shorter than get_instance()). + * @{ + */ + static const glsl_type *const vec(unsigned components); + static const glsl_type *const ivec(unsigned components); + static const glsl_type *const uvec(unsigned components); + static const glsl_type *const bvec(unsigned components); + /**@}*/ /** * For numeric and boolean derrived types returns the basic scalar type @@ -542,53 +530,14 @@ private: static unsigned record_key_hash(const void *key); /** - * \name Pointers to various type singletons - */ - /*@{*/ - static const glsl_type _error_type; - static const glsl_type _void_type; - static const glsl_type _sampler3D_type; - static const glsl_type _samplerCubeShadow_type; - static const glsl_type builtin_core_types[]; - static const glsl_type builtin_structure_types[]; - static const glsl_type builtin_110_deprecated_structure_types[]; - static const glsl_type builtin_110_types[]; - static const glsl_type builtin_120_types[]; - static const glsl_type builtin_130_types[]; - static const glsl_type builtin_140_types[]; - static const glsl_type builtin_ARB_texture_rectangle_types[]; - static const glsl_type builtin_EXT_texture_array_types[]; - static const glsl_type builtin_EXT_texture_buffer_object_types[]; - static const glsl_type builtin_OES_EGL_image_external_types[]; - static const glsl_type builtin_ARB_texture_cube_map_array_types[]; - static const glsl_type builtin_ARB_texture_multisample_types[]; - /*@}*/ - - /** - * \name Methods to populate a symbol table with built-in types. - * - * \internal - * This is one of the truely annoying things about C++. Methods that are - * completely internal and private to a type still have to be advertised to - * the world in a public header file. + * \name Built-in type flyweights */ /*@{*/ - static void generate_100ES_types(glsl_symbol_table *); - static void generate_300ES_types(glsl_symbol_table *); - static void generate_110_types(glsl_symbol_table *, bool add_deprecated, - bool skip_1d); - static void generate_120_types(glsl_symbol_table *, bool add_deprecated, - bool skip_1d); - static void generate_130_types(glsl_symbol_table *, bool add_deprecated, - bool skip_1d); - static void generate_140_types(glsl_symbol_table *); - static void generate_150_types(glsl_symbol_table *); - static void generate_ARB_texture_rectangle_types(glsl_symbol_table *, bool); - static void generate_EXT_texture_array_types(glsl_symbol_table *, bool); - static void generate_OES_texture_3D_types(glsl_symbol_table *, bool); - static void generate_OES_EGL_image_external_types(glsl_symbol_table *, bool); - static void generate_ARB_texture_cube_map_array_types(glsl_symbol_table *, bool); - static void generate_ARB_texture_multisample_types(glsl_symbol_table *, bool); +#undef DECL_TYPE +#define DECL_TYPE(NAME, ...) static const glsl_type _##NAME##_type; +#undef STRUCT_TYPE +#define STRUCT_TYPE(NAME) static const glsl_type _struct_##NAME##_type; +#include "builtin_type_macros.h" /*@}*/ /** @@ -616,6 +565,8 @@ glsl_align(unsigned int a, unsigned int align) return (a + align - 1) / align * align; } +#undef DECL_TYPE +#undef STRUCT_TYPE #endif /* __cplusplus */ #endif /* GLSL_TYPES_H */ diff --git a/mesalib/src/glsl/ir.h b/mesalib/src/glsl/ir.h index 6d4150136..1f0dc0906 100644 --- a/mesalib/src/glsl/ir.h +++ b/mesalib/src/glsl/ir.h @@ -36,6 +36,8 @@ #include "ir_hierarchical_visitor.h" #include "main/mtypes.h" +#ifdef __cplusplus + /** * \defgroup IR Intermediate representation nodes * @@ -2050,4 +2052,14 @@ extern char * prototype_string(const glsl_type *return_type, const char *name, exec_list *parameters); +extern "C" { +#endif /* __cplusplus */ + +extern void _mesa_print_ir(struct exec_list *instructions, + struct _mesa_glsl_parse_state *state); + +#ifdef __cplusplus +} /* extern "C" */ +#endif + #endif /* IR_H */ diff --git a/mesalib/src/glsl/ir_hierarchical_visitor.h b/mesalib/src/glsl/ir_hierarchical_visitor.h index 143eb7c88..1988ad091 100644 --- a/mesalib/src/glsl/ir_hierarchical_visitor.h +++ b/mesalib/src/glsl/ir_hierarchical_visitor.h @@ -36,6 +36,7 @@ enum ir_visitor_status { }; +#ifdef __cplusplus /** * Base class of hierarchical visitors of IR instruction trees * @@ -181,5 +182,6 @@ void visit_tree(ir_instruction *ir, ir_visitor_status visit_list_elements(ir_hierarchical_visitor *v, exec_list *l, bool statement_list = true); +#endif /* __cplusplus */ #endif /* IR_HIERARCHICAL_VISITOR_H */ diff --git a/mesalib/src/glsl/ir_print_visitor.cpp b/mesalib/src/glsl/ir_print_visitor.cpp index f01019c98..ca973a5f3 100644 --- a/mesalib/src/glsl/ir_print_visitor.cpp +++ b/mesalib/src/glsl/ir_print_visitor.cpp @@ -38,6 +38,7 @@ ir_instruction::print(void) const deconsted->accept(&v); } +extern "C" { void _mesa_print_ir(exec_list *instructions, struct _mesa_glsl_parse_state *state) @@ -69,6 +70,8 @@ _mesa_print_ir(exec_list *instructions, printf("\n)"); } +} /* extern "C" */ + ir_print_visitor::ir_print_visitor() { indentation = 0; diff --git a/mesalib/src/glsl/ir_print_visitor.h b/mesalib/src/glsl/ir_print_visitor.h index 6c308f31e..a84056d16 100644 --- a/mesalib/src/glsl/ir_print_visitor.h +++ b/mesalib/src/glsl/ir_print_visitor.h @@ -33,9 +33,6 @@ extern "C" { #include "program/symbol_table.h" } -extern void _mesa_print_ir(exec_list *instructions, - struct _mesa_glsl_parse_state *state); - /** * Abstract base class of visitors of IR instruction trees */ diff --git a/mesalib/src/glsl/ir_rvalue_visitor.cpp b/mesalib/src/glsl/ir_rvalue_visitor.cpp index 3504a4dda..8eb1c62c3 100644 --- a/mesalib/src/glsl/ir_rvalue_visitor.cpp +++ b/mesalib/src/glsl/ir_rvalue_visitor.cpp @@ -32,7 +32,6 @@ #include "ir.h" #include "ir_visitor.h" #include "ir_rvalue_visitor.h" -#include "ir_print_visitor.h" #include "glsl_types.h" ir_visitor_status diff --git a/mesalib/src/glsl/ir_visitor.h b/mesalib/src/glsl/ir_visitor.h index 4a00155be..bd47ef7d5 100644 --- a/mesalib/src/glsl/ir_visitor.h +++ b/mesalib/src/glsl/ir_visitor.h @@ -26,6 +26,7 @@ #ifndef IR_VISITOR_H #define IR_VISITOR_H +#ifdef __cplusplus /** * Abstract base class of visitors of IR instruction trees */ @@ -81,5 +82,6 @@ public: virtual void visit(class ir_constant *) {} virtual void visit(class ir_call *) {} }; +#endif /* __cplusplus */ #endif /* IR_VISITOR_H */ diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp index 4ea00b000..6fce7fb8d 100644 --- a/mesalib/src/glsl/link_uniforms.cpp +++ b/mesalib/src/glsl/link_uniforms.cpp @@ -157,7 +157,7 @@ class count_uniform_size : public program_resource_visitor { public: count_uniform_size(struct string_to_uint_map *map) : num_active_uniforms(0), num_values(0), num_shader_samplers(0), - num_shader_uniform_components(0), map(map) + num_shader_uniform_components(0), is_ubo_var(false), map(map) { /* empty */ } diff --git a/mesalib/src/glsl/link_varyings.cpp b/mesalib/src/glsl/link_varyings.cpp index 34e3440d6..4fdbdc199 100644 --- a/mesalib/src/glsl/link_varyings.cpp +++ b/mesalib/src/glsl/link_varyings.cpp @@ -31,6 +31,7 @@ #include "main/mtypes.h" #include "glsl_symbol_table.h" +#include "glsl_parser_extras.h" #include "ir_optimization.h" #include "linker.h" #include "link_varyings.h" @@ -47,9 +48,10 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, gl_shader *producer, gl_shader *consumer) { glsl_symbol_table parameters; - /* FINISHME: Figure these out dynamically. */ - const char *const producer_stage = "vertex"; - const char *const consumer_stage = "fragment"; + const char *const producer_stage = + _mesa_glsl_shader_target_name(producer->Type); + const char *const consumer_stage = + _mesa_glsl_shader_target_name(consumer->Type); /* Find all shader outputs in the "producer" stage. */ @@ -1135,8 +1137,11 @@ assign_varying_locations(struct gl_context *ctx, * "glsl1-varying read but not written" in piglit. */ - linker_error(prog, "fragment shader varying %s not written " - "by vertex shader\n.", var->name); + linker_error(prog, "%s shader varying %s not written " + "by %s shader\n.", + _mesa_glsl_shader_target_name(consumer->Type), + var->name, + _mesa_glsl_shader_target_name(producer->Type)); } /* An 'in' variable is only really a shader input if its diff --git a/mesalib/src/glsl/linker.cpp b/mesalib/src/glsl/linker.cpp index cd8d680ae..c168e47e0 100644 --- a/mesalib/src/glsl/linker.cpp +++ b/mesalib/src/glsl/linker.cpp @@ -66,6 +66,7 @@ #include "main/core.h" #include "glsl_symbol_table.h" +#include "glsl_parser_extras.h" #include "ir.h" #include "program.h" #include "program/hash_table.h" @@ -1009,8 +1010,7 @@ link_intrastage_shaders(void *mem_ctx, if (main == NULL) { linker_error(prog, "%s shader lacks `main'\n", - (shader_list[0]->Type == GL_VERTEX_SHADER) - ? "vertex" : "fragment"); + _mesa_glsl_shader_target_name(shader_list[0]->Type)); return NULL; } diff --git a/mesalib/src/glsl/lower_variable_index_to_cond_assign.cpp b/mesalib/src/glsl/lower_variable_index_to_cond_assign.cpp index 040b0bf83..0f5072793 100644 --- a/mesalib/src/glsl/lower_variable_index_to_cond_assign.cpp +++ b/mesalib/src/glsl/lower_variable_index_to_cond_assign.cpp @@ -99,7 +99,7 @@ compare_index_block(exec_list *instructions, ir_variable *index, ir_rvalue *const condition_val = new(mem_ctx) ir_expression(ir_binop_equal, - &glsl_type::bool_type[components - 1], + glsl_type::bvec(components), broadcast_index, test_indices); diff --git a/mesalib/src/glsl/main.cpp b/mesalib/src/glsl/main.cpp index 768415169..df6d1e9d4 100644 --- a/mesalib/src/glsl/main.cpp +++ b/mesalib/src/glsl/main.cpp @@ -45,7 +45,6 @@ #include "ast.h" #include "glsl_parser_extras.h" #include "ir_optimization.h" -#include "ir_print_visitor.h" #include "program.h" #include "loop_analysis.h" #include "standalone_scaffolding.h" @@ -155,70 +154,13 @@ compile_shader(struct gl_context *ctx, struct gl_shader *shader) struct _mesa_glsl_parse_state *state = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader); - const char *source = shader->Source; - state->error = glcpp_preprocess(state, &source, &state->info_log, - state->extensions, ctx) != 0; - - if (!state->error) { - _mesa_glsl_lexer_ctor(state, source); - _mesa_glsl_parse(state); - _mesa_glsl_lexer_dtor(state); - } - - if (dump_ast) { - foreach_list_const(n, &state->translation_unit) { - ast_node *ast = exec_node_data(ast_node, n, link); - ast->print(); - } - printf("\n\n"); - } - - shader->ir = new(shader) exec_list; - if (!state->error && !state->translation_unit.is_empty()) - _mesa_ast_to_hir(shader->ir, state); - - /* Print out the unoptimized IR. */ - if (!state->error && dump_hir) { - validate_ir_tree(shader->ir); - _mesa_print_ir(shader->ir, state); - } - - /* Optimization passes */ - if (!state->error && !shader->ir->is_empty()) { - const struct gl_shader_compiler_options *opts = - &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; - bool progress; - do { - progress = do_common_optimization(shader->ir, false, false, 32, opts); - } while (progress); - - validate_ir_tree(shader->ir); - } - + _mesa_glsl_compile_shader(ctx, shader, dump_ast, dump_hir); /* Print out the resulting IR */ if (!state->error && dump_lir) { _mesa_print_ir(shader->ir, state); } - shader->symbols = state->symbols; - shader->CompileStatus = !state->error; - shader->Version = state->language_version; - shader->IsES = state->es_shader; - memcpy(shader->builtins_to_link, state->builtins_to_link, - sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link); - shader->num_builtins_to_link = state->num_builtins_to_link; - - if (shader->InfoLog) - ralloc_free(shader->InfoLog); - - shader->InfoLog = state->info_log; - - /* Retain any live IR, but trash the rest. */ - reparent_ir(shader->ir, shader); - - ralloc_free(state); - return; } diff --git a/mesalib/src/glsl/opt_array_splitting.cpp b/mesalib/src/glsl/opt_array_splitting.cpp index 67733ca6b..f4a7ef99b 100644 --- a/mesalib/src/glsl/opt_array_splitting.cpp +++ b/mesalib/src/glsl/opt_array_splitting.cpp @@ -36,7 +36,6 @@ #include "ir.h" #include "ir_visitor.h" #include "ir_rvalue_visitor.h" -#include "ir_print_visitor.h" #include "glsl_types.h" static bool debug = false; diff --git a/mesalib/src/glsl/opt_noop_swizzle.cpp b/mesalib/src/glsl/opt_noop_swizzle.cpp index 693719e3d..586ad5e61 100644 --- a/mesalib/src/glsl/opt_noop_swizzle.cpp +++ b/mesalib/src/glsl/opt_noop_swizzle.cpp @@ -32,7 +32,6 @@ #include "ir.h" #include "ir_visitor.h" #include "ir_rvalue_visitor.h" -#include "ir_print_visitor.h" #include "glsl_types.h" namespace { diff --git a/mesalib/src/glsl/opt_structure_splitting.cpp b/mesalib/src/glsl/opt_structure_splitting.cpp index 806c079e5..9f4b3dd8f 100644 --- a/mesalib/src/glsl/opt_structure_splitting.cpp +++ b/mesalib/src/glsl/opt_structure_splitting.cpp @@ -34,7 +34,6 @@ #include "ir.h" #include "ir_visitor.h" -#include "ir_print_visitor.h" #include "ir_rvalue_visitor.h" #include "glsl_types.h" diff --git a/mesalib/src/glsl/program.h b/mesalib/src/glsl/program.h index 6a76d4d54..f15113a08 100644 --- a/mesalib/src/glsl/program.h +++ b/mesalib/src/glsl/program.h @@ -24,15 +24,27 @@ #include "main/core.h" +#ifdef __cplusplus +extern "C" { +#endif + +extern void +_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader, + bool dump_ast, bool dump_hir); + +#ifdef __cplusplus +} /* extern "C" */ +#endif + extern void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog); extern void -linker_error(gl_shader_program *prog, const char *fmt, ...) +linker_error(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3); extern void -linker_warning(gl_shader_program *prog, const char *fmt, ...) +linker_warning(struct gl_shader_program *prog, const char *fmt, ...) PRINTFLIKE(2, 3); extern long diff --git a/mesalib/src/glsl/test_optpass.cpp b/mesalib/src/glsl/test_optpass.cpp index fc10cbbde..67e2ab2b1 100644 --- a/mesalib/src/glsl/test_optpass.cpp +++ b/mesalib/src/glsl/test_optpass.cpp @@ -39,7 +39,6 @@ #include "ast.h" #include "ir_optimization.h" -#include "ir_print_visitor.h" #include "program.h" #include "ir_reader.h" #include "standalone_scaffolding.h" |