[Mesa-dev] [PATCH 05/11] glsl: enable types for EXT_gpu_shader4

Marek Olšák maraeo at gmail.com
Wed Aug 8 05:42:02 UTC 2018


From: Chris Forbes <chrisf at ijw.co.nz>

---
 src/compiler/glsl/builtin_types.cpp | 32 ++++++++++++++++++
 src/compiler/glsl/glsl_lexer.ll     | 50 ++++++++++++++---------------
 2 files changed, 57 insertions(+), 25 deletions(-)

diff --git a/src/compiler/glsl/builtin_types.cpp b/src/compiler/glsl/builtin_types.cpp
index 7a01cb48bc8..2e141447252 100644
--- a/src/compiler/glsl/builtin_types.cpp
+++ b/src/compiler/glsl/builtin_types.cpp
@@ -317,20 +317,52 @@ _mesa_glsl_initialize_types(struct _mesa_glsl_parse_state *state)
       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_gpu_shader4_enable) {
+      add_type(symbols, glsl_type::uint_type);
+      add_type(symbols, glsl_type::uvec2_type);
+      add_type(symbols, glsl_type::uvec3_type);
+      add_type(symbols, glsl_type::uvec4_type);
+
+      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);
+      add_type(symbols, glsl_type::samplerCubeShadow_type);
+      add_type(symbols, glsl_type::samplerBuffer_type);
+
+      add_type(symbols, glsl_type::isampler1D_type);
+      add_type(symbols, glsl_type::isampler2D_type);
+      add_type(symbols, glsl_type::isampler3D_type);
+      add_type(symbols, glsl_type::isamplerCube_type);
+      add_type(symbols, glsl_type::isampler2DRect_type);
+      add_type(symbols, glsl_type::isampler1DArray_type);
+      add_type(symbols, glsl_type::isampler2DArray_type);
+      add_type(symbols, glsl_type::isamplerBuffer_type);
+
+      add_type(symbols, glsl_type::usampler1D_type);
+      add_type(symbols, glsl_type::usampler2D_type);
+      add_type(symbols, glsl_type::usampler3D_type);
+      add_type(symbols, glsl_type::usamplerCube_type);
+      add_type(symbols, glsl_type::usampler2DRect_type);
+      add_type(symbols, glsl_type::usampler1DArray_type);
+      add_type(symbols, glsl_type::usampler2DArray_type);
+      add_type(symbols, glsl_type::usamplerBuffer_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 ||
        state->OES_EGL_image_external_essl3_enable) {
       add_type(symbols, glsl_type::samplerExternalOES_type);
diff --git a/src/compiler/glsl/glsl_lexer.ll b/src/compiler/glsl/glsl_lexer.ll
index 65c5b414a2d..67c33d6f1c9 100644
--- a/src/compiler/glsl/glsl_lexer.ll
+++ b/src/compiler/glsl/glsl_lexer.ll
@@ -347,23 +347,23 @@ for		return FOR;
 if		return IF;
 discard		return DISCARD;
 return		return RETURN;
 
 bvec2		{ yylval->type = glsl_type::bvec2_type; return BASIC_TYPE_TOK; }
 bvec3		{ yylval->type = glsl_type::bvec3_type; return BASIC_TYPE_TOK; }
 bvec4		{ yylval->type = glsl_type::bvec4_type; return BASIC_TYPE_TOK; }
 ivec2		{ yylval->type = glsl_type::ivec2_type; return BASIC_TYPE_TOK; }
 ivec3		{ yylval->type = glsl_type::ivec3_type; return BASIC_TYPE_TOK; }
 ivec4		{ yylval->type = glsl_type::ivec4_type; return BASIC_TYPE_TOK; }
-uvec2		TYPE(130, 300, 130, 300, glsl_type::uvec2_type);
-uvec3		TYPE(130, 300, 130, 300, glsl_type::uvec3_type);
-uvec4		TYPE(130, 300, 130, 300, glsl_type::uvec4_type);
+uvec2		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec2_type);
+uvec3		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec3_type);
+uvec4		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::uvec4_type);
 vec2		{ yylval->type = glsl_type::vec2_type; return BASIC_TYPE_TOK; }
 vec3		{ yylval->type = glsl_type::vec3_type; return BASIC_TYPE_TOK; }
 vec4		{ yylval->type = glsl_type::vec4_type; return BASIC_TYPE_TOK; }
 mat2		{ yylval->type = glsl_type::mat2_type; return BASIC_TYPE_TOK; }
 mat3		{ yylval->type = glsl_type::mat3_type; return BASIC_TYPE_TOK; }
 mat4		{ yylval->type = glsl_type::mat4_type; return BASIC_TYPE_TOK; }
 mat2x2		TYPE(120, 300, 120, 300, glsl_type::mat2_type);
 mat2x3		TYPE(120, 300, 120, 300, glsl_type::mat2x3_type);
 mat2x4		TYPE(120, 300, 120, 300, glsl_type::mat2x4_type);
 mat3x2		TYPE(120, 300, 120, 300, glsl_type::mat3x2_type);
@@ -383,39 +383,39 @@ centroid	KEYWORD_WITH_ALT(120, 300, 120, 300, yyextra->EXT_gpu_shader4_enable, C
 invariant	KEYWORD(120, 100, 120, 100, INVARIANT);
 flat		KEYWORD_WITH_ALT(130, 100, 130, 300, yyextra->EXT_gpu_shader4_enable, FLAT);
 smooth		KEYWORD(130, 300, 130, 300, SMOOTH);
 noperspective	KEYWORD_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, NOPERSPECTIVE);
 patch		KEYWORD_WITH_ALT(0, 300, 400, 320, yyextra->has_tessellation_shader(), PATCH);
 
 sampler1D	DEPRECATED_ES_TYPE(glsl_type::sampler1D_type);
 sampler2D	{ yylval->type = glsl_type::sampler2D_type; return BASIC_TYPE_TOK; }
 sampler3D	{ yylval->type = glsl_type::sampler3D_type; return BASIC_TYPE_TOK; }
 samplerCube	{ yylval->type = glsl_type::samplerCube_type; return BASIC_TYPE_TOK; }
-sampler1DArray	TYPE(130, 300, 130, 0, glsl_type::sampler1DArray_type);
-sampler2DArray	TYPE(130, 300, 130, 300, glsl_type::sampler2DArray_type);
+sampler1DArray	TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler1DArray_type);
+sampler2DArray	TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler2DArray_type);
 sampler1DShadow	DEPRECATED_ES_TYPE(glsl_type::sampler1DShadow_type);
 sampler2DShadow	{ yylval->type = glsl_type::sampler2DShadow_type; return BASIC_TYPE_TOK; }
-samplerCubeShadow	TYPE(130, 300, 130, 300, glsl_type::samplerCubeShadow_type);
-sampler1DArrayShadow	TYPE(130, 300, 130, 0, glsl_type::sampler1DArrayShadow_type);
-sampler2DArrayShadow	TYPE(130, 300, 130, 300, glsl_type::sampler2DArrayShadow_type);
-isampler1D		TYPE(130, 300, 130, 0, glsl_type::isampler1D_type);
-isampler2D		TYPE(130, 300, 130, 300, glsl_type::isampler2D_type);
-isampler3D		TYPE(130, 300, 130, 300, glsl_type::isampler3D_type);
-isamplerCube		TYPE(130, 300, 130, 300, glsl_type::isamplerCube_type);
-isampler1DArray		TYPE(130, 300, 130, 0, glsl_type::isampler1DArray_type);
-isampler2DArray		TYPE(130, 300, 130, 300, glsl_type::isampler2DArray_type);
-usampler1D		TYPE(130, 300, 130, 0, glsl_type::usampler1D_type);
-usampler2D		TYPE(130, 300, 130, 300, glsl_type::usampler2D_type);
-usampler3D		TYPE(130, 300, 130, 300, glsl_type::usampler3D_type);
-usamplerCube		TYPE(130, 300, 130, 300, glsl_type::usamplerCube_type);
-usampler1DArray		TYPE(130, 300, 130, 0, glsl_type::usampler1DArray_type);
-usampler2DArray		TYPE(130, 300, 130, 300, glsl_type::usampler2DArray_type);
+samplerCubeShadow	TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::samplerCubeShadow_type);
+sampler1DArrayShadow	TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler1DArrayShadow_type);
+sampler2DArrayShadow	TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::sampler2DArrayShadow_type);
+isampler1D		TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler1D_type);
+isampler2D		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2D_type);
+isampler3D		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler3D_type);
+isamplerCube		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isamplerCube_type);
+isampler1DArray		TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler1DArray_type);
+isampler2DArray		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2DArray_type);
+usampler1D		TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler1D_type);
+usampler2D		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2D_type);
+usampler3D		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler3D_type);
+usamplerCube		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usamplerCube_type);
+usampler1DArray		TYPE_WITH_ALT(130, 300, 130, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler1DArray_type);
+usampler2DArray		TYPE_WITH_ALT(130, 300, 130, 300, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2DArray_type);
 
    /* additional keywords in ARB_texture_multisample, included in GLSL 1.50 */
    /* these are reserved but not defined in GLSL 3.00 */
    /* [iu]sampler2DMS are defined in GLSL ES 3.10 */
 sampler2DMS        TYPE_WITH_ALT(150, 300, 150, 310, yyextra->ARB_texture_multisample_enable, glsl_type::sampler2DMS_type);
 isampler2DMS       TYPE_WITH_ALT(150, 300, 150, 310, yyextra->ARB_texture_multisample_enable, glsl_type::isampler2DMS_type);
 usampler2DMS       TYPE_WITH_ALT(150, 300, 150, 310, yyextra->ARB_texture_multisample_enable, glsl_type::usampler2DMS_type);
 sampler2DMSArray   TYPE_WITH_ALT(150, 300, 150, 320, yyextra->ARB_texture_multisample_enable || yyextra->OES_texture_storage_multisample_2d_array_enable, glsl_type::sampler2DMSArray_type);
 isampler2DMSArray  TYPE_WITH_ALT(150, 300, 150, 320, yyextra->ARB_texture_multisample_enable || yyextra->OES_texture_storage_multisample_2d_array_enable, glsl_type::isampler2DMSArray_type);
 usampler2DMSArray  TYPE_WITH_ALT(150, 300, 150, 320, yyextra->ARB_texture_multisample_enable || yyextra->OES_texture_storage_multisample_2d_array_enable, glsl_type::usampler2DMSArray_type);
@@ -640,29 +640,29 @@ lowp		KEYWORD(120, 100, 130, 100, LOWP);
 mediump		KEYWORD(120, 100, 130, 100, MEDIUMP);
 highp		KEYWORD(120, 100, 130, 100, HIGHP);
 precision	KEYWORD(120, 100, 130, 100, PRECISION);
 
     /* Additional reserved words in GLSL 1.30. */
 case		KEYWORD(130, 300, 130, 300, CASE);
 common		KEYWORD(130, 300, 0, 0, COMMON);
 partition	KEYWORD(130, 300, 0, 0, PARTITION);
 active		KEYWORD(130, 300, 0, 0, ACTIVE);
 superp		KEYWORD(130, 100, 0, 0, SUPERP);
-samplerBuffer	TYPE_WITH_ALT(130, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::samplerBuffer_type);
+samplerBuffer	TYPE_WITH_ALT(130, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::samplerBuffer_type);
 filter		KEYWORD(130, 300, 0, 0, FILTER);
 row_major	KEYWORD_WITH_ALT(130, 0, 140, 0, yyextra->ARB_uniform_buffer_object_enable && !yyextra->es_shader, ROW_MAJOR);
 
     /* Additional reserved words in GLSL 1.40 */
-isampler2DRect	TYPE(140, 300, 140, 0, glsl_type::isampler2DRect_type);
-usampler2DRect	TYPE(140, 300, 140, 0, glsl_type::usampler2DRect_type);
-isamplerBuffer	TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::isamplerBuffer_type);
-usamplerBuffer	TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable, glsl_type::usamplerBuffer_type);
+isampler2DRect	TYPE_WITH_ALT(140, 300, 140, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::isampler2DRect_type);
+usampler2DRect	TYPE_WITH_ALT(140, 300, 140, 0, yyextra->EXT_gpu_shader4_enable, glsl_type::usampler2DRect_type);
+isamplerBuffer	TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::isamplerBuffer_type);
+usamplerBuffer	TYPE_WITH_ALT(140, 300, 140, 320, yyextra->EXT_texture_buffer_enable || yyextra->OES_texture_buffer_enable || yyextra->EXT_gpu_shader4_enable, glsl_type::usamplerBuffer_type);
 
     /* Additional reserved words in GLSL ES 3.00 */
 resource	KEYWORD(420, 300, 0, 0, RESOURCE);
 sample		KEYWORD_WITH_ALT(400, 300, 400, 320, yyextra->ARB_gpu_shader5_enable || yyextra->OES_shader_multisample_interpolation_enable, SAMPLE);
 subroutine	KEYWORD_WITH_ALT(400, 300, 400, 0, yyextra->ARB_shader_subroutine_enable, SUBROUTINE);
 
     /* Additional words for ARB_gpu_shader_int64 */
 int64_t		TYPE_WITH_ALT(0, 0, 0, 0, yyextra->ARB_gpu_shader_int64_enable, glsl_type::int64_t_type);
 i64vec2		TYPE_WITH_ALT(0, 0, 0, 0, yyextra->ARB_gpu_shader_int64_enable, glsl_type::i64vec2_type);
 i64vec3		TYPE_WITH_ALT(0, 0, 0, 0, yyextra->ARB_gpu_shader_int64_enable, glsl_type::i64vec3_type);
-- 
2.17.1



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