[Mesa-dev] [PATCH 05/11] glsl: enable types for EXT_gpu_shader4
Ian Romanick
idr at freedesktop.org
Mon Aug 13 17:42:07 UTC 2018
On 08/07/2018 10:42 PM, Marek Olšák wrote:
> 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);
I don't think this change is correct. The EXT_gpu_shader4 spec says:
Interactions with EXT_texture_buffer_object
If EXT_texture_buffer_object is not supported, references to buffer
textures, as well as the texelFetchBuffer and texelSizeBuffer lookup
functions and samplerBuffer types, need to be removed
So I think it's correct as-is, even when destkop OpenGL
EXT_texture_buffer is added.
> 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);
>
More information about the mesa-dev
mailing list