Ping On Wed, Apr 24, 2019 at 1:30 PM Marek Olšák <mar...@gmail.com> wrote:
> From: Marek Olšák <marek.ol...@amd.com> > > --- > src/compiler/glsl/builtin_functions.cpp | 78 ++++++++----------------- > 1 file changed, 24 insertions(+), 54 deletions(-) > > diff --git a/src/compiler/glsl/builtin_functions.cpp > b/src/compiler/glsl/builtin_functions.cpp > index c8d9e1c9af3..b1ffafa1acf 100644 > --- a/src/compiler/glsl/builtin_functions.cpp > +++ b/src/compiler/glsl/builtin_functions.cpp > @@ -125,23 +125,21 @@ gs_only(const _mesa_glsl_parse_state *state) > static bool > v110(const _mesa_glsl_parse_state *state) > { > return !state->es_shader; > } > > static bool > v110_derivatives_only(const _mesa_glsl_parse_state *state) > { > return !state->es_shader && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > v120(const _mesa_glsl_parse_state *state) > { > return state->is_version(120, 300); > } > > static bool > v130(const _mesa_glsl_parse_state *state) > @@ -158,38 +156,34 @@ v130_desktop(const _mesa_glsl_parse_state *state) > static bool > v460_desktop(const _mesa_glsl_parse_state *state) > { > return state->is_version(460, 0); > } > > static bool > v130_derivatives_only(const _mesa_glsl_parse_state *state) > { > return state->is_version(130, 300) && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > v140_or_es3(const _mesa_glsl_parse_state *state) > { > return state->is_version(140, 300); > } > > static bool > v400_derivatives_only(const _mesa_glsl_parse_state *state) > { > return state->is_version(400, 0) && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > texture_rectangle(const _mesa_glsl_parse_state *state) > { > return state->ARB_texture_rectangle_enable; > } > > static bool > texture_external(const _mesa_glsl_parse_state *state) > @@ -333,23 +327,21 @@ static bool > gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state) > { > return gpu_shader4_tbo(state) && > state->ctx->Extensions.EXT_texture_integer; > } > > static bool > gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state) > { > return state->EXT_gpu_shader4_enable && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state) > { > return gpu_shader4_derivs_only(state) && > state->ctx->Extensions.EXT_texture_integer; > } > > static bool > @@ -435,37 +427,35 @@ fs_interpolate_at(const _mesa_glsl_parse_state > *state) > > static bool > texture_array_lod(const _mesa_glsl_parse_state *state) > { > return lod_exists_in_stage(state) && > (state->EXT_texture_array_enable || > (state->EXT_gpu_shader4_enable && > state->ctx->Extensions.EXT_texture_array)); > } > > -static bool > -fs_texture_array(const _mesa_glsl_parse_state *state) > -{ > - return state->stage == MESA_SHADER_FRAGMENT && > - (state->EXT_texture_array_enable || > - (state->EXT_gpu_shader4_enable && > - state->ctx->Extensions.EXT_texture_array)); > -} > - > static bool > texture_array(const _mesa_glsl_parse_state *state) > { > return state->EXT_texture_array_enable || > (state->EXT_gpu_shader4_enable && > state->ctx->Extensions.EXT_texture_array); > } > > +static bool > +texture_array_derivs_only(const _mesa_glsl_parse_state *state) > +{ > + return derivatives_only(state) && > + texture_array(state); > +} > + > static bool > texture_multisample(const _mesa_glsl_parse_state *state) > { > return state->is_version(150, 310) || > state->ARB_texture_multisample_enable; > } > > static bool > texture_multisample_array(const _mesa_glsl_parse_state *state) > { > @@ -485,42 +475,40 @@ static bool > texture_samples_identical_array(const _mesa_glsl_parse_state *state) > { > return texture_multisample_array(state) && > state->EXT_shader_samples_identical_enable; > } > > static bool > derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state) > { > return state->has_texture_cube_map_array() && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > texture_cube_map_array(const _mesa_glsl_parse_state *state) > { > return state->has_texture_cube_map_array(); > } > > static bool > texture_query_levels(const _mesa_glsl_parse_state *state) > { > return state->is_version(430, 0) || > state->ARB_texture_query_levels_enable; > } > > static bool > texture_query_lod(const _mesa_glsl_parse_state *state) > { > - return state->stage == MESA_SHADER_FRAGMENT && > + return derivatives_only(state) && > (state->ARB_texture_query_lod_enable || > state->EXT_texture_query_lod_enable); > } > > static bool > texture_gather_cube_map_array(const _mesa_glsl_parse_state *state) > { > return state->is_version(400, 320) || > state->ARB_texture_gather_enable || > state->ARB_gpu_shader5_enable || > @@ -549,54 +537,38 @@ static bool > texture_gather_only_or_es31(const _mesa_glsl_parse_state *state) > { > return !state->is_version(400, 320) && > !state->ARB_gpu_shader5_enable && > !state->EXT_gpu_shader5_enable && > !state->OES_gpu_shader5_enable && > (state->ARB_texture_gather_enable || > state->is_version(0, 310)); > } > > -/* Desktop GL or OES_standard_derivatives + fragment shader only */ > +/* Desktop GL or OES_standard_derivatives */ > static bool > -fs_oes_derivatives(const _mesa_glsl_parse_state *state) > +derivatives(const _mesa_glsl_parse_state *state) > { > - return state->stage == MESA_SHADER_FRAGMENT && > + return derivatives_only(state) && > (state->is_version(110, 300) || > state->OES_standard_derivatives_enable || > state->ctx->Const.AllowGLSLRelaxedES); > } > > static bool > -derivatives(const _mesa_glsl_parse_state *state) > -{ > - return fs_oes_derivatives(state) || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable); > -} > - > -static bool > -fs_derivative_control(const _mesa_glsl_parse_state *state) > +derivative_control(const _mesa_glsl_parse_state *state) > { > - return state->stage == MESA_SHADER_FRAGMENT && > + return derivatives_only(state) && > (state->is_version(450, 0) || > state->ARB_derivative_control_enable); > } > > -static bool > -derivative_control(const _mesa_glsl_parse_state *state) > -{ > - return fs_derivative_control(state) || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable); > -} > - > static bool > tex1d_lod(const _mesa_glsl_parse_state *state) > { > return !state->es_shader && lod_exists_in_stage(state); > } > > /** True if sampler3D exists */ > static bool > tex3d(const _mesa_glsl_parse_state *state) > { > @@ -605,23 +577,21 @@ tex3d(const _mesa_glsl_parse_state *state) > */ > return !state->es_shader || > state->OES_texture_3D_enable || > state->language_version >= 300; > } > > static bool > derivatives_tex3d(const _mesa_glsl_parse_state *state) > { > return (!state->es_shader || state->OES_texture_3D_enable) && > - (state->stage == MESA_SHADER_FRAGMENT || > - (state->stage == MESA_SHADER_COMPUTE && > - state->NV_compute_shader_derivatives_enable)); > + derivatives_only(state); > } > > static bool > tex3d_lod(const _mesa_glsl_parse_state *state) > { > return tex3d(state) && lod_exists_in_stage(state); > } > > static bool > shader_atomic_counters(const _mesa_glsl_parse_state *state) > @@ -3254,21 +3224,21 @@ builtin_builder::create_builtins() > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::float_type), > _texture(ir_tex, gpu_shader4_integer, > glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type), > _texture(ir_txb, gpu_shader4_integer_derivs_only, > glsl_type::ivec4_type, glsl_type::isampler1D_type, glsl_type::float_type), > _texture(ir_tex, gpu_shader4_integer, > glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type), > _texture(ir_txb, gpu_shader4_integer_derivs_only, > glsl_type::uvec4_type, glsl_type::usampler1D_type, glsl_type::float_type), > NULL); > > add_function("texture1DArray", > _texture(ir_tex, texture_array, > glsl_type::vec4_type, glsl_type::sampler1DArray_type, > glsl_type::vec2_type), > - _texture(ir_txb, fs_texture_array, > glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type), > + _texture(ir_txb, > texture_array_derivs_only,glsl_type::vec4_type, > glsl_type::sampler1DArray_type, glsl_type::vec2_type), > _texture(ir_tex, gpu_shader4_array_integer, > glsl_type::ivec4_type, glsl_type::isampler1DArray_type, > glsl_type::vec2_type), > _texture(ir_txb, gpu_shader4_array_integer_derivs_only, > glsl_type::ivec4_type, glsl_type::isampler1DArray_type, > glsl_type::vec2_type), > _texture(ir_tex, gpu_shader4_array_integer, > glsl_type::uvec4_type, glsl_type::usampler1DArray_type, > glsl_type::vec2_type), > _texture(ir_txb, gpu_shader4_array_integer_derivs_only, > glsl_type::uvec4_type, glsl_type::usampler1DArray_type, > glsl_type::vec2_type), > NULL); > > add_function("texture1DProj", > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, > TEX_PROJECT), > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec4_type, > TEX_PROJECT), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler1D_type, glsl_type::vec2_type, > TEX_PROJECT), > @@ -3309,21 +3279,21 @@ builtin_builder::create_builtins() > _texture(ir_txb, derivatives_only, > glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec2_type), > _texture(ir_tex, gpu_shader4_integer, > glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type), > _texture(ir_txb, gpu_shader4_integer_derivs_only, > glsl_type::ivec4_type, glsl_type::isampler2D_type, glsl_type::vec2_type), > _texture(ir_tex, gpu_shader4_integer, > glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type), > _texture(ir_txb, gpu_shader4_integer_derivs_only, > glsl_type::uvec4_type, glsl_type::usampler2D_type, glsl_type::vec2_type), > _texture(ir_tex, texture_external, > glsl_type::vec4_type, glsl_type::samplerExternalOES_type, > glsl_type::vec2_type), > NULL); > > add_function("texture2DArray", > _texture(ir_tex, texture_array, > glsl_type::vec4_type, glsl_type::sampler2DArray_type, > glsl_type::vec3_type), > - _texture(ir_txb, fs_texture_array, > glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type), > + _texture(ir_txb, texture_array_derivs_only, > glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type), > _texture(ir_tex, gpu_shader4_array_integer, > glsl_type::ivec4_type, glsl_type::isampler2DArray_type, > glsl_type::vec3_type), > _texture(ir_txb, gpu_shader4_array_integer_derivs_only, > glsl_type::ivec4_type, glsl_type::isampler2DArray_type, > glsl_type::vec3_type), > _texture(ir_tex, gpu_shader4_array_integer, > glsl_type::uvec4_type, glsl_type::usampler2DArray_type, > glsl_type::vec3_type), > _texture(ir_txb, gpu_shader4_array_integer_derivs_only, > glsl_type::uvec4_type, glsl_type::usampler2DArray_type, > glsl_type::vec3_type), > NULL); > > add_function("texture2DProj", > _texture(ir_tex, always_available, > glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, > TEX_PROJECT), > _texture(ir_tex, always_available, > glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec4_type, > TEX_PROJECT), > _texture(ir_txb, derivatives_only, > glsl_type::vec4_type, glsl_type::sampler2D_type, glsl_type::vec3_type, > TEX_PROJECT), > @@ -3421,41 +3391,41 @@ builtin_builder::create_builtins() > _texture(ir_tex, gpu_shader4_rect_integer, > glsl_type::uvec4_type, glsl_type::usampler2DRect_type, > glsl_type::vec4_type, TEX_PROJECT), > NULL); > > add_function("shadow1D", > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler1DShadow_type, > glsl_type::vec3_type), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler1DShadow_type, > glsl_type::vec3_type), > NULL); > > add_function("shadow1DArray", > _texture(ir_tex, texture_array, glsl_type::vec4_type, > glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type), > - _texture(ir_txb, fs_texture_array, glsl_type::vec4_type, > glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type), > + _texture(ir_txb, texture_array_derivs_only, > glsl_type::vec4_type, glsl_type::sampler1DArrayShadow_type, > glsl_type::vec3_type), > NULL); > > add_function("shadow2D", > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler2DShadow_type, > glsl_type::vec3_type), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler2DShadow_type, > glsl_type::vec3_type), > NULL); > > add_function("shadow2DArray", > _texture(ir_tex, texture_array, glsl_type::vec4_type, > glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type), > - _texture(ir_txb, fs_texture_array, glsl_type::vec4_type, > glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type), > + _texture(ir_txb, texture_array_derivs_only, > glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, > glsl_type::vec4_type), > NULL); > > add_function("shadow1DProj", > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler1DShadow_type, > glsl_type::vec4_type, TEX_PROJECT), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler1DShadow_type, > glsl_type::vec4_type, TEX_PROJECT), > NULL); > > add_function("shadow2DArray", > _texture(ir_tex, texture_array, glsl_type::vec4_type, > glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type), > - _texture(ir_txb, fs_texture_array, glsl_type::vec4_type, > glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type), > + _texture(ir_txb, texture_array_derivs_only, > glsl_type::vec4_type, glsl_type::sampler2DArrayShadow_type, > glsl_type::vec4_type), > NULL); > > add_function("shadowCube", > _texture(ir_tex, gpu_shader4, > glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, > glsl_type::vec4_type), > _texture(ir_txb, gpu_shader4_derivs_only, > glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, > glsl_type::vec4_type), > NULL); > > add_function("shadow2DProj", > _texture(ir_tex, v110, > glsl_type::vec4_type, glsl_type::sampler2DShadow_type, > glsl_type::vec4_type, TEX_PROJECT), > _texture(ir_txb, v110_derivatives_only, > glsl_type::vec4_type, glsl_type::sampler2DShadow_type, > glsl_type::vec4_type, TEX_PROJECT), > -- > 2.17.1 > >
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