Commit Graph

380 Commits

Author SHA1 Message Date
Emil Velikov eb63640c1d glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-26 16:08:33 +00:00
Tapani Pälli f1152c3455 Revert "glsl: move uniform calculation to link_uniforms"
This reverts commit 4475d8f916.
2016-01-20 22:04:46 +02:00
Tapani Pälli 4475d8f916 glsl: move uniform calculation to link_uniforms
Patch moves uniform calculation to happen during link_uniforms, this
is possible with help of UniformRemapTable that has all the reserved
locations.

Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.

Fixes following CTS tests:
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array

v2: code cleanups, increment NumUniformRemapTable correctly, fix
    find_empty_block to work properly and add some more comments.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
2016-01-20 07:24:39 +02:00
Timothy Arceri 50376e0c0e glsl: fix segfault linking subroutine uniform with explicit location
Reviewed-by: Dave Airlie <airlied@redhat.com>
Cc: "11.0 11.1" mesa-stable@lists.freedesktop.org
2016-01-18 11:30:45 +11:00
Tapani Pälli cf96bce0ca glsl: mark explicit uniforms as explicit in other stages too
If shader declares uniform explicit location in one stage but
implicit in another, explicit location should be used. Patch marks
implicit uniforms as explicit if they were explicit in previous stage.
This makes sure that we don't treat them implicit later when assigning
locations.

Fixes following CTS test:
   ES31-CTS.explicit_uniform_location.uniform-loc-implicit-in-some-stages3

v2: move check to cross_validate_globals (Timothy)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-01-15 07:12:42 +02:00
Samuel Iglesias Gonsálvez 69c4c75264 glsl: add image_format check in cross_validate_globals()
Fixes CTS test:

ES31-CTS.shader_image_load_store.negative-linkErrors

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93410

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2016-01-13 07:01:55 +01:00
Tapani Pälli 6b0706b2aa glsl: add packed varyings for outputs with single stage program
Commit 8926dc8 added a check where we add packed varyings of output
stage only when we have multiple stages,  however duplicates are already
handled by changes in commit 0508d950 and we want to add outputs also in
case where we have only one stage.

Fixes regression caused by 8926dc8 for following test:
   ES31-CTS.program_interface_query.separate-programs-vertex

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-01-13 07:30:46 +02:00
Tapani Pälli 8926dc87af mesa: use gl_shader_variable in program resource list
Patch changes linker to allocate gl_shader_variable instead of using
ir_variable. This makes it possible to get rid of ir_variables and ir
in memory after linking.

v2: check that we do not create duplicate entries with
    packed varyings

v3: document 'patch' bit (Ilia Mirkin)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-01-12 09:07:10 +02:00
Tapani Pälli 4985159ad6 glsl: track total amount of uniform locations used
Linker missed a check for situation where we exceed max amount of
uniform locations with explicit + implicit locations. Patch adds this
check to already existing iteration over uniforms in linker.

Fixes following CTS test:
   ES31-CTS.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations

v2: use var->type->uniform_locations() (Timothy)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-01-12 07:52:44 +02:00
Jordan Justen cf66a8ffb7 mesa: Map program UBOs and SSBOs to Interface Blocks
v2:
 * Fill UboInterfaceBlockIndex and SsboInterfaceBlockIndex in
   split_ubos_and_ssbos (Iago)

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-01-08 13:10:28 -08:00
Timothy Arceri 30991d7389 glsl: remove unused varyings before packing them
Previously we would pack varyings before trying to remove them, this
relied on the packing pass not packing varyings with a location of -1
to avoid packing varyings that should be removed.
However this meant unused varyings with an explicit location would be
packed before they could be removed when we enable packing of them in a
later patch.

V2: fix regression in V1 removing unused varyings in multi-stage SSO,
fix regression with single stage programs.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-07 09:06:12 +11:00
Timothy Arceri 0508d9504a glsl: only add outward facing varyings to resourse list for SSO
An SSO program can have multiple stages and we only want to add the externally
facing varyings. The current code was adding both the packed inputs and outputs
for the first and last stage of each program.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-01-06 10:52:48 +11:00
Timothy Arceri 0d4cd045c8 glsl: tidy up struct with a single member
There used to be more members but they now share other fields
in order to keep memory use low.

Also making the naming more generic will allow us to reuse the
field for explicit byte offsets within blocks for
ARB_enhanced_layouts.

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2015-12-30 11:52:05 +11:00
Dave Airlie 97eee90547 glsl: count attributes for vertex inputs properly.
This function deals with vertex inputs and fragment
outputs, so we should count the attribute locations
correctly for the vertex inputs.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2015-12-19 17:57:43 +10:00
Dave Airlie 5dc22cadb5 glsl: fix count_attribute_slots to allow for different 64-bit handling
So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.

This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-12-19 12:00:00 +11:00
Dave Airlie 69ea66231e glsl: use dual slot helper in the linker code.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-12-19 11:59:55 +11:00
Ilia Mirkin eca8f38dcf glsl: assign varying locations to tess shaders when doing SSO
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.0 11.1" <mesa-stable@lists.freedesktop.org>
2015-12-13 11:35:28 -05:00
Jordan Justen 1078d712d7 glsl: Add lowering pass for shared variable references
In this lowering pass, shared variables are decomposed into intrinsic
calls.

v2:
 * Send mem_ctx as a parameter (Iago)

v3:
 * Shared variables don't have an associated interface block (Iago)
 * Always use 430 packing (Iago)
 * Comment / whitespace cleanup (Iago)

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-12-09 23:50:38 -08:00
Juha-Pekka Heikkila d6d90750f1 glsl: remove useless null checks and make match_explicit_outputs_to_inputs() static
match_explicit_outputs_to_inputs() cannot get null inputs and if it ever did
triggering first null check would later in the function cause segfault.

Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
CC: timothy.arceri@collabora.com
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-12-03 10:56:35 +02:00
Gregory Hainaut 618612f867 glsl: add always_active_io attribute to ir_variable
The value will be set in separate-shader program when an input/output
must remains active. e.g. when deadcode removal isn't allowed because
it will create interface location/name-matching mismatch.

v3:
* Rename the attribute
* Use ir_variable directly instead of ir_variable_refcount_visitor
* Move the foreach IR code in the linker file

v4:
* Fix variable name in assert

v5 (by Timothy Arceri):
* Rename functions and reword comments
* Don't set always active on builtins

Signed-off-by: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-12-01 12:46:26 +11:00
Timothy Arceri 12ba6cfba7 glsl: optimise inputs/outputs with explicit locations
This change allows used defined inputs/outputs with explicit locations
to be removed if they are detected to not be used between shaders
at link time.

To enable this we change the is_unmatched_generic_inout field to be
flagged when we have a user defined varying. Previously
explicit_location was assumed to be set only in builtins however SSO
allows the user to set an explicit location.

We then add a function to match explicit locations between shaders.

V2: call match_explicit_outputs_to_inputs() after
is_unmatched_generic_inout has been initialised.

Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-12-01 12:45:03 +11:00
Timothy Arceri 7436d7c33b glsl: only call dead code pass when new inputs/outputs demoted
This will help avoid eliminating inputs/outputs needed by SSOs.

Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
2015-11-25 09:50:13 +11:00
Timothy Arceri 404ac4bf9e glsl: move and reused code to find first and last shaders
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
2015-11-25 09:49:48 +11:00
Timothy Arceri f7af69c350 glsl: add subroutine index qualifier support
ARB_explicit_uniform_location allows the index for subroutine functions
to be explicitly set in the shader.

This patch reduces the restriction on the index qualifier in
validate_layout_qualifiers() to allow it to be applied to subroutines
and adds the new subroutine qualifier validation to ast_function::hir().

ast_fully_specified_type::has_qualifiers() is updated to allow the
index qualifier on subroutine functions when explicit uniform locations
is available.

A new check is added to ast_type_qualifier::merge_qualifier() to stop
multiple function qualifiers from being defied, before this patch this
would cause a segfault.

Finally a new variable is added to ir_function_signature to store the
index. This value is validated and the non explicit values assigned in
link_assign_subroutine_types().

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-11-21 07:30:12 +11:00
Kristian Høgsberg Kristensen 96b22fb080 glsl: Use array deref for access to vector components
We've assumed that we could lower per-component vector access from

  vec[i] = scalar

to

  vec = ir_triop_vector_insert(vec, scalar, i)

but with SSBOs (and compute shader SLM and tesselation outputs) this is
no longer valid. If a vector is "externally visible", multiple threads
can write independent components simultaneously. With lowering to
ir_triop_vector_insert, each thread read the entire vector, changes one
component, then writes out the entire vector. This is racy.

Instead of generating a ir_binop_vector_extract when we see v[i], we
generate ir_dereference_array. We then add a lowering pass to lower the
ir_dereference_array to ir_binop_vector_extract for rvalues and for to
vector_insert for lvalues in a separate lowering pass.

The resulting IR is the same as before, but we now have a window between
ast->ir conversion and the lowering pass where v[i] appears in the IR as
an array deref. This lets us run lowering passes that lower the vector
access to I/O (eg for SSBO load/store) before we lower the per-component
access to full vector writes.

Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
2015-11-10 12:02:46 -08:00
Kristian Høgsberg Kristensen 60dd5287ff glsl: Lower UBO and SSBO access in glsl linker
All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
2015-11-10 12:02:46 -08:00
Timothy Arceri 8e4cf900f0 glsl: make sure to only add subroutines to resource list
Over looked in 763cd8c080.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-11-04 15:43:12 +11:00
Timothy Arceri f6b3c163f9 glsl: remove old TODO
SSBO support now exists as of commits f24e5e and f408a13dd3.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Acked-by: Matt Turner <mattst88@gmail.com>
2015-11-04 15:40:38 +11:00
Jordan Justen 4bc16ad217 mesa: rename UniformBlockStageIndex to InterfaceBlockStageIndex
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: Iago Toral <itoral@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
2015-11-03 16:44:22 -08:00
Juha-Pekka Heikkila c2c124f891 glsl: join calculate_array_size() and calculate_array_stride()
These helpers are ran for same case the same loop. Here joined
their operation so the loop is ran just once. Also fixed
out-of-memory condition here.

v2: Make the loop simpler to read as per Tapani's suggestion

Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
2015-11-02 10:03:32 +02:00
Tapani Pälli afbe8b6085 glsl: add fragdata arrays to program resource list
This makes sure that user is still able to query properties about
variables that have gotten removed by opt_dead_builtin_varyings pass.

Fixes following OpenGL ES 3.1 test:
   ES31-CTS.program_interface_query.output-layout

No Piglit regressions.

v2: cleanup, drop extra parenthesis (Topi)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
2015-10-29 17:17:42 +02:00
Kenneth Graunke 8034e7d6f1 glsl: Convert TES gl_PatchVerticesIn into a constant when using a TCS.
When a TCS is present, the TES input gl_PatchVerticesIn is actually a
constant - it's simply the # of output vertices specified by the TCS
layout qualifiers.  So, we can replace the system value with a constant,
which may allow further optimization, and will likely be more efficient.

If the TCS is absent, we can't do this optimization.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-26 16:37:07 -07:00
Samuel Iglesias Gonsalvez f408a13dd3 glsl: fix shader storage block member rules when adding program resources
Commit f24e5e did not take into account arrays of named shader
storage blocks.

Fixes 20 dEQP-GLES31.functional.ssbo.* tests:

dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.2
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.29
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.33
dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.3

V2:
- Rename some variables (Timothy)

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2015-10-23 13:12:43 +02:00
Tapani Pälli 1f48ea1193 glsl: do not try to reserve explicit locations for buffer variables
Explicit locations are only used with uniform variables.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-21 06:11:38 +03:00
Marek Olšák 67f489ded3 mesa: replace UsesClipDistance with ClipDistanceArraySize
This is more practical and needed by gallium.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Brian Paul <brianp@vmware.com>
2015-10-20 12:58:25 +02:00
Timothy Arceri d1d05c0f85 glsl: add AoA support for linking interface blocks with unsized members
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:42:24 +11:00
Marta Lofstedt 93267887a0 glsl: Enable split of lower UBOs and SSBO also for compute shaders
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.

V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE

Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
2015-10-14 16:05:42 +02:00
Jose Fonseca 5423c1e855 glsl: Include util/strndup.h.
Fixes Windows builds.

Trivial.
2015-10-14 11:50:06 +01:00
Tapani Pälli ac257f1070 glsl: calculate TOP_LEVEL_ARRAY_SIZE and STRIDE when adding resources
Patch moves existing calculation code from shader_query.cpp to happen
during program resource list creation.

No Piglit or CTS regressions were observed during testing.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-14 12:39:04 +03:00
Iago Toral Quiroga d31f98a272 mesa: Add {Num}UniformBlocks and {Num}ShaderStorageBlocks to gl_shader{_program}
These arrays provide backends with separate index spaces for UBOS and SSBOs.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Iago Toral Quiroga 27dccf097d mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.

In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Tapani Pälli 4e7fd66cf0 glsl: add varyings to resource list only with SSO
Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.

I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.

Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:

   ES31-CTS.program_interface_query.separate-programs-vertex
   ES31-CTS.program_interface_query.separate-programs-fragment

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
2015-10-08 07:43:11 +03:00
Timothy Arceri 763cd8c080 glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for
opaque types in a single array.

Cc: Francisco Jerez <currojerez@riseup.net>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
2015-10-05 10:53:24 +11:00
Marek Olšák 95e0303312 mesa: remove Driver.DeleteShader
Nothing overrides it.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-03 22:06:08 +02:00
Samuel Iglesias Gonsalvez f24e5e68d6 glsl: apply shader storage block member rules when adding program resources
From ARB_program_interface_query:

"For an active shader storage block member declared as an array, an
 entry will be generated only for the first array element, regardless
 of its type. For arrays of aggregate types, the enumeration rules are
 applied recursively for the single enumerated array element."

v2:
- Simplify 'if' conditions and return true if it is not a buffer
  variable, because these rules only apply to buffer variables (Timothy).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-09-30 08:13:07 +02:00
Samuel Iglesias Gonsalvez 7efb235019 glsl: use correct number of uniform blocks in error message
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-09-29 10:03:47 +02:00
Samuel Iglesias Gonsalvez 6668eb5a45 mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocks
Because it counts shader storage blocks too.

v2:
- Use NumBufferInterfaceBlocks instead (Jordan).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 10:03:47 +02:00
Tapani Pälli 266d05a3a0 glsl: fix packed varyings interface type and add default case
fixes Piglit test:
   arb_program_interface_query/linker/query-varyings.shader_test

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-09-25 12:19:36 +03:00
Samuel Iglesias Gonsalvez 9b477ad49d main: Add SHADER_STORAGE_BLOCK and BUFFER_VARIABLE support for ARB_program_interface_query
Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries.

v2:
- Use std430_array_stride() to get top level array stride following std430's rules.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:23 +02:00
Samuel Iglesias Gonsalvez 203cd1bf28 glsl: shader storage blocks use different max block size values than uniforms
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:22 +02:00