[Mesa-dev] [PATCH v4] glsl: Add double builtin type generation

Ilia Mirkin imirkin at alum.mit.edu
Mon Feb 9 00:58:58 PST 2015


From: Dave Airlie <airlied at gmail.com>

Signed-off-by: Dave Airlie <airlied at redhat.com>
Reviewed-by: Matt Turner <mattst88 at gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---

Made component_slots() return 2 instead of 1 for double. Also added to
list for uniform_locations(), returning 1.

 src/glsl/builtin_type_macros.h |  16 ++++++
 src/glsl/builtin_types.cpp     |  30 +++++++++++
 src/glsl/glsl_parser_extras.h  |   5 ++
 src/glsl/glsl_types.cpp        | 112 +++++++++++++++++++++++++++++++++--------
 src/glsl/glsl_types.h          |  19 ++++++-
 5 files changed, 159 insertions(+), 23 deletions(-)

diff --git a/src/glsl/builtin_type_macros.h b/src/glsl/builtin_type_macros.h
index 236e1ce..bf74eb3 100644
--- a/src/glsl/builtin_type_macros.h
+++ b/src/glsl/builtin_type_macros.h
@@ -64,6 +64,22 @@ 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(double,  GL_DOUBLE,        GLSL_TYPE_DOUBLE, 1, 1)
+DECL_TYPE(dvec2,   GL_DOUBLE_VEC2,   GLSL_TYPE_DOUBLE, 2, 1)
+DECL_TYPE(dvec3,   GL_DOUBLE_VEC3,   GLSL_TYPE_DOUBLE, 3, 1)
+DECL_TYPE(dvec4,   GL_DOUBLE_VEC4,   GLSL_TYPE_DOUBLE, 4, 1)
+
+DECL_TYPE(dmat2,   GL_DOUBLE_MAT2,   GLSL_TYPE_DOUBLE, 2, 2)
+DECL_TYPE(dmat3,   GL_DOUBLE_MAT3,   GLSL_TYPE_DOUBLE, 3, 3)
+DECL_TYPE(dmat4,   GL_DOUBLE_MAT4,   GLSL_TYPE_DOUBLE, 4, 4)
+
+DECL_TYPE(dmat2x3, GL_DOUBLE_MAT2x3, GLSL_TYPE_DOUBLE, 3, 2)
+DECL_TYPE(dmat2x4, GL_DOUBLE_MAT2x4, GLSL_TYPE_DOUBLE, 4, 2)
+DECL_TYPE(dmat3x2, GL_DOUBLE_MAT3x2, GLSL_TYPE_DOUBLE, 2, 3)
+DECL_TYPE(dmat3x4, GL_DOUBLE_MAT3x4, GLSL_TYPE_DOUBLE, 4, 3)
+DECL_TYPE(dmat4x2, GL_DOUBLE_MAT4x2, GLSL_TYPE_DOUBLE, 2, 4)
+DECL_TYPE(dmat4x3, GL_DOUBLE_MAT4x3, GLSL_TYPE_DOUBLE, 3, 4)
+
 DECL_TYPE(sampler1D,         GL_SAMPLER_1D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_1D,   0, 0, GLSL_TYPE_FLOAT)
 DECL_TYPE(sampler2D,         GL_SAMPLER_2D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_2D,   0, 0, GLSL_TYPE_FLOAT)
 DECL_TYPE(sampler3D,         GL_SAMPLER_3D,                   GLSL_TYPE_SAMPLER, GLSL_SAMPLER_DIM_3D,   0, 0, GLSL_TYPE_FLOAT)
diff --git a/src/glsl/builtin_types.cpp b/src/glsl/builtin_types.cpp
index 10fac0f..fef86df 100644
--- a/src/glsl/builtin_types.cpp
+++ b/src/glsl/builtin_types.cpp
@@ -159,6 +159,20 @@ const static struct builtin_type_versions {
    T(mat4x2,                          120, 300)
    T(mat4x3,                          120, 300)
 
+   T(double,                          400, 999)
+   T(dvec2,                           400, 999)
+   T(dvec3,                           400, 999)
+   T(dvec4,                           400, 999)
+   T(dmat2,                           400, 999)
+   T(dmat3,                           400, 999)
+   T(dmat4,                           400, 999)
+   T(dmat2x3,                         400, 999)
+   T(dmat2x4,                         400, 999)
+   T(dmat3x2,                         400, 999)
+   T(dmat3x4,                         400, 999)
+   T(dmat4x2,                         400, 999)
+   T(dmat4x3,                         400, 999)
+
    T(sampler1D,                       110, 999)
    T(sampler2D,                       110, 100)
    T(sampler3D,                       110, 300)
@@ -361,5 +375,21 @@ _mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
    if (state->ARB_shader_atomic_counters_enable) {
       add_type(symbols, glsl_type::atomic_uint_type);
    }
+
+   if (state->ARB_gpu_shader_fp64_enable) {
+      add_type(symbols, glsl_type::double_type);
+      add_type(symbols, glsl_type::dvec2_type);
+      add_type(symbols, glsl_type::dvec3_type);
+      add_type(symbols, glsl_type::dvec4_type);
+      add_type(symbols, glsl_type::dmat2_type);
+      add_type(symbols, glsl_type::dmat3_type);
+      add_type(symbols, glsl_type::dmat4_type);
+      add_type(symbols, glsl_type::dmat2x3_type);
+      add_type(symbols, glsl_type::dmat2x4_type);
+      add_type(symbols, glsl_type::dmat3x2_type);
+      add_type(symbols, glsl_type::dmat3x4_type);
+      add_type(symbols, glsl_type::dmat4x2_type);
+      add_type(symbols, glsl_type::dmat4x3_type);
+   }
 }
 /** @} */
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index dafee4e..ea53270 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -205,6 +205,11 @@ struct _mesa_glsl_parse_state {
          || EXT_separate_shader_objects_enable;
    }
 
+   bool has_double() const
+   {
+      return ARB_gpu_shader_fp64_enable || is_version(400, 0);
+   }
+
    void process_version_directive(YYLTYPE *locp, int version,
                                   const char *ident);
 
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
index b4223f4..f6c990f 100644
--- a/src/glsl/glsl_types.cpp
+++ b/src/glsl/glsl_types.cpp
@@ -194,6 +194,22 @@ glsl_type::contains_integer() const
 }
 
 bool
+glsl_type::contains_double() const
+{
+   if (this->is_array()) {
+      return this->fields.array->contains_double();
+   } else if (this->is_record()) {
+      for (unsigned int i = 0; i < this->length; i++) {
+	 if (this->fields.structure[i].type->contains_double())
+	    return true;
+      }
+      return false;
+   } else {
+      return this->is_double();
+   }
+}
+
+bool
 glsl_type::contains_opaque() const {
    switch (base_type) {
    case GLSL_TYPE_SAMPLER:
@@ -268,6 +284,8 @@ const glsl_type *glsl_type::get_base_type() const
       return int_type;
    case GLSL_TYPE_FLOAT:
       return float_type;
+   case GLSL_TYPE_DOUBLE:
+      return double_type;
    case GLSL_TYPE_BOOL:
       return bool_type;
    default:
@@ -292,6 +310,8 @@ const glsl_type *glsl_type::get_scalar_type() const
       return int_type;
    case GLSL_TYPE_FLOAT:
       return float_type;
+   case GLSL_TYPE_DOUBLE:
+      return double_type;
    case GLSL_TYPE_BOOL:
       return bool_type;
    default:
@@ -377,6 +397,17 @@ glsl_type::vec(unsigned components)
    return ts[components - 1];
 }
 
+const glsl_type *
+glsl_type::dvec(unsigned components)
+{
+   if (components == 0 || components > 4)
+      return error_type;
+
+   static const glsl_type *const ts[] = {
+      double_type, dvec2_type, dvec3_type, dvec4_type
+   };
+   return ts[components - 1];
+}
 
 const glsl_type *
 glsl_type::ivec(unsigned components)
@@ -436,13 +467,15 @@ glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
 	 return ivec(rows);
       case GLSL_TYPE_FLOAT:
 	 return vec(rows);
+      case GLSL_TYPE_DOUBLE:
+	 return dvec(rows);
       case GLSL_TYPE_BOOL:
 	 return bvec(rows);
       default:
 	 return error_type;
       }
    } else {
-      if ((base_type != GLSL_TYPE_FLOAT) || (rows == 1))
+      if ((base_type != GLSL_TYPE_FLOAT && base_type != GLSL_TYPE_DOUBLE) || (rows == 1))
 	 return error_type;
 
       /* GLSL matrix types are named mat{COLUMNS}x{ROWS}.  Only the following
@@ -456,17 +489,32 @@ glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
        */
 #define IDX(c,r) (((c-1)*3) + (r-1))
 
-      switch (IDX(columns, rows)) {
-      case IDX(2,2): return mat2_type;
-      case IDX(2,3): return mat2x3_type;
-      case IDX(2,4): return mat2x4_type;
-      case IDX(3,2): return mat3x2_type;
-      case IDX(3,3): return mat3_type;
-      case IDX(3,4): return mat3x4_type;
-      case IDX(4,2): return mat4x2_type;
-      case IDX(4,3): return mat4x3_type;
-      case IDX(4,4): return mat4_type;
-      default: return error_type;
+      if (base_type == GLSL_TYPE_DOUBLE) {
+         switch (IDX(columns, rows)) {
+         case IDX(2,2): return dmat2_type;
+         case IDX(2,3): return dmat2x3_type;
+         case IDX(2,4): return dmat2x4_type;
+         case IDX(3,2): return dmat3x2_type;
+         case IDX(3,3): return dmat3_type;
+         case IDX(3,4): return dmat3x4_type;
+         case IDX(4,2): return dmat4x2_type;
+         case IDX(4,3): return dmat4x3_type;
+         case IDX(4,4): return dmat4_type;
+         default: return error_type;
+         }
+      } else {
+         switch (IDX(columns, rows)) {
+         case IDX(2,2): return mat2_type;
+         case IDX(2,3): return mat2x3_type;
+         case IDX(2,4): return mat2x4_type;
+         case IDX(3,2): return mat3x2_type;
+         case IDX(3,3): return mat3_type;
+         case IDX(3,4): return mat3x4_type;
+         case IDX(4,2): return mat4x2_type;
+         case IDX(4,3): return mat4x3_type;
+         case IDX(4,4): return mat4_type;
+         default: return error_type;
+         }
       }
    }
 
@@ -818,6 +866,9 @@ glsl_type::component_slots() const
    case GLSL_TYPE_BOOL:
       return this->components();
 
+   case GLSL_TYPE_DOUBLE:
+      return 2 * this->components();
+
    case GLSL_TYPE_STRUCT:
    case GLSL_TYPE_INTERFACE: {
       unsigned size = 0;
@@ -853,6 +904,7 @@ glsl_type::uniform_locations() const
    case GLSL_TYPE_UINT:
    case GLSL_TYPE_INT:
    case GLSL_TYPE_FLOAT:
+   case GLSL_TYPE_DOUBLE:
    case GLSL_TYPE_BOOL:
    case GLSL_TYPE_SAMPLER:
    case GLSL_TYPE_IMAGE:
@@ -897,12 +949,26 @@ glsl_type::can_implicitly_convert_to(const glsl_type *desired,
          desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
       return true;
 
+   /* No implicit conversions from double. */
+   if ((!state || state->has_double()) && this->is_double())
+      return false;
+
+   /* Conversions from different types to double. */
+   if ((!state || state->has_double()) && desired->is_double()) {
+      if (this->is_float())
+         return true;
+      if (this->is_integer())
+         return true;
+   }
+
    return false;
 }
 
 unsigned
 glsl_type::std140_base_alignment(bool row_major) const
 {
+   unsigned N = is_double() ? 8 : 4;
+
    /* (1) If the member is a scalar consuming <N> basic machine units, the
     *     base alignment is <N>.
     *
@@ -916,12 +982,12 @@ glsl_type::std140_base_alignment(bool row_major) const
    if (this->is_scalar() || this->is_vector()) {
       switch (this->vector_elements) {
       case 1:
-	 return 4;
+	 return N;
       case 2:
-	 return 8;
+	 return 2 * N;
       case 3:
       case 4:
-	 return 16;
+	 return 4 * N;
       }
    }
 
@@ -970,10 +1036,10 @@ glsl_type::std140_base_alignment(bool row_major) const
       int r = this->vector_elements;
 
       if (row_major) {
-	 vec_type = get_instance(GLSL_TYPE_FLOAT, c, 1);
+	 vec_type = get_instance(base_type, c, 1);
 	 array_type = glsl_type::get_array_instance(vec_type, r);
       } else {
-	 vec_type = get_instance(GLSL_TYPE_FLOAT, r, 1);
+	 vec_type = get_instance(base_type, r, 1);
 	 array_type = glsl_type::get_array_instance(vec_type, c);
       }
 
@@ -1018,6 +1084,8 @@ glsl_type::std140_base_alignment(bool row_major) const
 unsigned
 glsl_type::std140_size(bool row_major) const
 {
+   unsigned N = is_double() ? 8 : 4;
+
    /* (1) If the member is a scalar consuming <N> basic machine units, the
     *     base alignment is <N>.
     *
@@ -1029,7 +1097,7 @@ glsl_type::std140_size(bool row_major) const
     *     <N> basic machine units, the base alignment is 4<N>.
     */
    if (this->is_scalar() || this->is_vector()) {
-      return this->vector_elements * 4;
+      return this->vector_elements * N;
    }
 
    /* (5) If the member is a column-major matrix with <C> columns and
@@ -1064,11 +1132,12 @@ glsl_type::std140_size(bool row_major) const
       }
 
       if (row_major) {
-	 vec_type = get_instance(GLSL_TYPE_FLOAT,
-				 element_type->matrix_columns, 1);
+         vec_type = get_instance(base_type,
+                                 element_type->matrix_columns, 1);
+
 	 array_len *= element_type->vector_elements;
       } else {
-	 vec_type = get_instance(GLSL_TYPE_FLOAT,
+	 vec_type = get_instance(base_type,
 				 element_type->vector_elements, 1);
 	 array_len *= element_type->matrix_columns;
       }
@@ -1171,6 +1240,7 @@ glsl_type::count_attribute_slots() const
    case GLSL_TYPE_INT:
    case GLSL_TYPE_FLOAT:
    case GLSL_TYPE_BOOL:
+   case GLSL_TYPE_DOUBLE:
       return this->matrix_columns;
 
    case GLSL_TYPE_STRUCT:
diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
index f0d4ea8..5dc7e45 100644
--- a/src/glsl/glsl_types.h
+++ b/src/glsl/glsl_types.h
@@ -200,6 +200,7 @@ struct glsl_type {
     * @{
     */
    static const glsl_type *vec(unsigned components);
+   static const glsl_type *dvec(unsigned components);
    static const glsl_type *ivec(unsigned components);
    static const glsl_type *uvec(unsigned components);
    static const glsl_type *bvec(unsigned components);
@@ -388,7 +389,7 @@ struct glsl_type {
    bool is_matrix() const
    {
       /* GLSL only has float matrices. */
-      return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT);
+      return (matrix_columns > 1) && (base_type == GLSL_TYPE_FLOAT || base_type == GLSL_TYPE_DOUBLE);
    }
 
    /**
@@ -396,7 +397,7 @@ struct glsl_type {
     */
    bool is_numeric() const
    {
-      return (base_type >= GLSL_TYPE_UINT) && (base_type <= GLSL_TYPE_FLOAT);
+      return (base_type >= GLSL_TYPE_UINT) && (base_type <= GLSL_TYPE_DOUBLE);
    }
 
    /**
@@ -414,6 +415,12 @@ struct glsl_type {
    bool contains_integer() const;
 
    /**
+    * Query whether or not type is a double type, or for struct and array
+    * types, contains a double type.
+    */
+   bool contains_double() const;
+
+   /**
     * Query whether or not a type is a float type
     */
    bool is_float() const
@@ -422,6 +429,14 @@ struct glsl_type {
    }
 
    /**
+    * Query whether or not a type is a double type
+    */
+   bool is_double() const
+   {
+      return base_type == GLSL_TYPE_DOUBLE;
+   }
+
+   /**
     * Query whether or not a type is a non-array boolean type
     */
    bool is_boolean() const
-- 
2.0.5



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