On 07/29/2015 07:01 AM, Samuel Iglesias Gonsalvez wrote: > From: Iago Toral Quiroga <ito...@igalia.com> > > We will need this later on when we implement proper support for precision > qualifiers in the drivers and also to do link time checks for uniforms as > indicated by the spec. > > This patch also adds compile-time checks for variables without precision > information (currently, Mesa only checks that a default precision is set > for floats in fragment shaders). > > As indicated by Ian, the addition of the precision information to > ir_variable has been done using a bitfield and pahole to identify an > available hole so that memory requirements for ir_variable stay the same. > --- > src/glsl/ast_to_hir.cpp | 316 > +++++++++++++++++++++++++++++++++++++++--------- > src/glsl/glsl_types.cpp | 4 + > src/glsl/glsl_types.h | 12 ++ > src/glsl/ir.h | 13 ++ > 4 files changed, 288 insertions(+), 57 deletions(-) > > diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp > index 789b2bc..8b170c2 100644 > --- a/src/glsl/ast_to_hir.cpp > +++ b/src/glsl/ast_to_hir.cpp > @@ -1993,6 +1993,41 @@ process_array_type(YYLTYPE *loc, const glsl_type *base, > return array_type; > } > > +static bool > +precision_qualifier_allowed(const glsl_type *type)
This function is just moved up from below? I would have been tempted to put that in a separate patch to make it more obvious that there no changes. *shrug* > +{ > + /* Precision qualifiers apply to floating point, integer and sampler > + * types. > + * > + * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says: > + * "Any floating point or any integer declaration can have the type > + * preceded by one of these precision qualifiers [...] Literal > + * constants do not have precision qualifiers. Neither do Boolean > + * variables. > + * > + * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30 > + * spec also says: > + * > + * "Precision qualifiers are added for code portability with OpenGL > + * ES, not for functionality. They have the same syntax as in OpenGL > + * ES." > + * > + * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says: > + * > + * "uniform lowp sampler2D sampler; > + * highp vec2 coord; > + * ... > + * lowp vec4 col = texture2D (sampler, coord); > + * // texture2D returns lowp" > + * > + * From this, we infer that GLSL 1.30 (and later) should allow precision > + * qualifiers on sampler types just like float and integer types. > + */ > + return type->is_float() > + || type->is_integer() > + || type->is_record() > + || type->is_sampler(); > +} > > const glsl_type * > ast_type_specifier::glsl_type(const char **name, > @@ -2009,31 +2044,172 @@ ast_type_specifier::glsl_type(const char **name, > return type; > } > > +/** > + * From the OpenGL ES 3.0 spec, 4.5.4 Default Precision Qualifiers: > + * > + * "The precision statement > + * > + * precision precision-qualifier type; > + * > + * can be used to establish a default precision qualifier. The type field > can > + * be either int or float or any of the sampler types, (...) If type is > float, > + * the directive applies to non-precision-qualified floating point type > + * (scalar, vector, and matrix) declarations. If type is int, the directive > + * applies to all non-precision-qualified integer type (scalar, vector, > signed, > + * and unsigned) declarations." > + * > + * We use the symbol table to keep the values of the default precisions for > + * each 'type' in each scope and we use the 'type' string from the precision > + * statement as key in the symbol table. When we want to retrieve the default > + * precision associated with a given glsl_type we need to know the type > string > + * associated with it. This is what this function returns. > + */ > +static const char * > +get_type_name_for_precision_qualifier(const glsl_type *type) > +{ > + switch (type->base_type) { > + case GLSL_TYPE_FLOAT: > + return "float"; > + case GLSL_TYPE_UINT: > + case GLSL_TYPE_INT: > + return "int"; > + case GLSL_TYPE_SAMPLER: { > + bool array = type->sampler_array; > + bool shadow = type->sampler_shadow; > + switch (type->sampler_type) { > + case GLSL_TYPE_FLOAT: > + switch (type->sampler_dimensionality) { > + case GLSL_SAMPLER_DIM_1D: > + if (!array && !shadow) > + return "sampler1D"; > + if (array && !shadow) > + return "sampler1DArray"; > + if (!array && shadow) > + return "sampler1DShadow"; > + return "sampler1DArrayShadow"; > + case GLSL_SAMPLER_DIM_2D: > + if (!array && !shadow) > + return "sampler2D"; > + if (array && !shadow) > + return "sampler2DArray"; > + if (!array && shadow) > + return "sampler2DShadow"; > + return "sampler2DArrayShadow"; > + case GLSL_SAMPLER_DIM_3D: > + if (!array && !shadow) > + return "sampler3D"; > + assert(!"Not reached"); Use unreachable() and remove the break here and in the other places below. I also wonder if storing array and sampler as a 2-bit value and having an array of names in each block would be better. const unsigned type_idx = unsigned(type->sampler) + 2 * unsigned(type->sampler_shadow); ... case GLSL_SAMPLER_DIM_1D: { static const char *const names[4] = { "sampler1D", "sampler1DArray", "sampler1DShadow", "sampler1DArrayShadow" }; return names[type_idx]; } ... case GLSL_SAMPLER_DIM_3D: { static const char *const names[4] = { "sampler3D", NULL, NULL, NULL }; assert(names[type_idx] != NULL); return names[type_idx]; } Perhaps wrap all that in a macro? #define DO_NAME(esac, name0, name1, name2, name3); \ case esac: { \ static const char *const names[4] = { \ name0, name1, name2, name3 \ }; \ assert(names[type_idx] != NULL); \ return names[type_idx]; \ } > + break; > + case GLSL_SAMPLER_DIM_CUBE: > + if (!array && !shadow) > + return "samplerCube"; > + if (array && !shadow) > + return "samplercubeArray"; > + if (!array && shadow) > + return "samplerCubeShadow"; > + return "samplerCubeArrayShadow"; > + case GLSL_SAMPLER_DIM_RECT: > + if (!array && !shadow) > + return "samplerRect"; > + if (!array && !shadow) > + return "samplerRectShadow"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_BUF: > + if (!array && !shadow) > + return "samplerBuffer"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_EXTERNAL: > + if (!array && !shadow) > + return "samplerExternalOES"; > + assert(!"Not reached"); > + break; > + default: > + assert(!"Not reached"); > + } /* sampler float dimensionality */ > + break; > + case GLSL_TYPE_INT: > + switch (type->sampler_dimensionality) { > + case GLSL_SAMPLER_DIM_1D: > + if (!array && !shadow) > + return "isampler1D"; > + if (array && !shadow) > + return "isampler1DArray"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_2D: > + if (!array && !shadow) > + return "isampler2D"; > + if (array && !shadow) > + return "isampler2DArray"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_3D: > + if (!array && !shadow) > + return "isampler3D"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_CUBE: > + if (!array && !shadow) > + return "isamplerCube"; > + if (array && !shadow) > + return "isamplerCubeArray"; > + assert(!"Not reached"); > + break; > + default: > + assert(!"Not reached"); > + } /* sampler int dimensionality */ > + break; > + case GLSL_TYPE_UINT: > + switch (type->sampler_dimensionality) { > + case GLSL_SAMPLER_DIM_1D: > + if (!array && !shadow) > + return "usampler1D"; > + if (array && !shadow) > + return "usampler1DArray"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_2D: > + if (!array && !shadow) > + return "usampler2D"; > + if (array && !shadow) > + return "usampler2DArray"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_3D: > + if (!array && !shadow) > + return "usampler3D"; > + assert(!"Not reached"); > + break; > + case GLSL_SAMPLER_DIM_CUBE: > + if (!array && !shadow) > + return "usamplerCube"; > + if (array && !shadow) > + return "usamplerCubeArray"; > + assert(!"Not reached"); > + break; > + default: > + assert(!"Not reached"); > + } /* sampler uint dimensionality */ > + break; > + default: > + assert(!"Not reached"); > + } /* sampler type */ > + break; > + } /* GLSL_TYPE_SAMPLER */ > + break; > + default: > + assert(!"Not reached"); > + break; > + } /* base type */ > +} > + > const glsl_type * > ast_fully_specified_type::glsl_type(const char **name, > struct _mesa_glsl_parse_state *state) > const > { > - const struct glsl_type *type = this->specifier->glsl_type(name, state); > - > - if (type == NULL) > - return NULL; > - > - /* The fragment language does not define a default precision value > - * for float types, so check that one is defined if the type declaration > - * isn't providing one explictly. > - */ > - if (type->base_type == GLSL_TYPE_FLOAT > - && state->es_shader > - && state->stage == MESA_SHADER_FRAGMENT > - && this->qualifier.precision == ast_precision_none > - && state->symbols->get_default_precision_qualifier("float") == > ast_precision_none) { > - YYLTYPE loc = this->get_location(); > - _mesa_glsl_error(&loc, state, > - "no precision specified this scope for type `%s'", > - type->name); > - } > - > - return type; > + return this->specifier->glsl_type(name, state); > } > > /** > @@ -2544,6 +2720,30 @@ apply_type_qualifier_to_variable(const struct > ast_type_qualifier *qual, > if (qual->flags.q.sample) > var->data.sample = 1; > > + /* Precision qualifiers do not have any meaning in Desktop GLSL. > + * In GLES we take the precision from the type qualifier if present, > + * otherwise, if the type of the variable allows precision qualifiers at > all, > + * we look for the default precision qualifier for that type in the > current > + * scope. > + */ > + if (state->es_shader) { > + if (qual->precision) { > + var->data.precision = qual->precision; > + } else if (precision_qualifier_allowed(var->type)) { > + const char *type_name = > + get_type_name_for_precision_qualifier(var->type); > + int default_precision = > + state->symbols->get_default_precision_qualifier(type_name); > + if (default_precision == ast_precision_none) { > + _mesa_glsl_error(loc, state, > + "No precision specified in this scope for type > `%s'", > + var->type->name); > + } else { > + var->data.precision = default_precision; > + } > + } This same block of code appears two more times below. It seems like this should be pulled out into a utility function. > + } > + > if (state->stage == MESA_SHADER_GEOMETRY && > qual->flags.q.out && qual->flags.q.stream) { > var->data.stream = qual->stream; > @@ -3381,42 +3581,6 @@ validate_identifier(const char *identifier, YYLTYPE > loc, > } > } > > -static bool > -precision_qualifier_allowed(const glsl_type *type) > -{ > - /* Precision qualifiers apply to floating point, integer and sampler > - * types. > - * > - * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says: > - * "Any floating point or any integer declaration can have the type > - * preceded by one of these precision qualifiers [...] Literal > - * constants do not have precision qualifiers. Neither do Boolean > - * variables. > - * > - * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30 > - * spec also says: > - * > - * "Precision qualifiers are added for code portability with OpenGL > - * ES, not for functionality. They have the same syntax as in OpenGL > - * ES." > - * > - * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says: > - * > - * "uniform lowp sampler2D sampler; > - * highp vec2 coord; > - * ... > - * lowp vec4 col = texture2D (sampler, coord); > - * // texture2D returns lowp" > - * > - * From this, we infer that GLSL 1.30 (and later) should allow precision > - * qualifiers on sampler types just like float and integer types. > - */ > - return type->is_float() > - || type->is_integer() > - || type->is_record() > - || type->is_sampler(); > -} > - > ir_rvalue * > ast_declarator_list::hir(exec_list *instructions, > struct _mesa_glsl_parse_state *state) > @@ -5672,6 +5836,25 @@ ast_process_structure_or_interface_block(exec_list > *instructions, > fields[i].sample = qual->flags.q.sample ? 1 : 0; > fields[i].patch = qual->flags.q.patch ? 1 : 0; > > + /* Precision qualifiers do not hold any meaning in Desktop GLSL */ > + if (state->es_shader) { > + if (qual->precision) { > + fields[i].precision = qual->precision; > + } else if (precision_qualifier_allowed(field_type)) { > + const char *type_name = > + get_type_name_for_precision_qualifier(field_type); > + int default_precision = > + state->symbols->get_default_precision_qualifier(type_name); > + if (default_precision == ast_precision_none) { > + _mesa_glsl_error(&loc, state, > + "No precision specified in this scope for > type `%s'", > + field_type->name); > + } else { > + fields[i].precision = default_precision; > + } > + } > + } > + > /* Only save explicitly defined streams in block's field */ > fields[i].stream = qual->flags.q.explicit_stream ? qual->stream : > -1; > > @@ -6242,6 +6425,25 @@ ast_interface_block::hir(exec_list *instructions, > if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform) > var->data.read_only = true; > > + /* Precision qualifiers do not have any meaning in Desktop GLSL */ > + if (state->es_shader) { > + if (fields[i].precision) { > + var->data.precision = fields[i].precision; > + } else if (precision_qualifier_allowed(fields[i].type)) { > + const char *type_name = > + get_type_name_for_precision_qualifier(var->type); > + int default_precision = > + state->symbols->get_default_precision_qualifier(type_name); > + if (default_precision == ast_precision_none) { > + _mesa_glsl_error(&loc, state, > + "No precision specified in this scope for > type `%s'", > + var->type->name); > + } else { > + var->data.precision = default_precision; > + } > + } > + } > + > if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED) { > var->data.matrix_layout = matrix_layout == > GLSL_MATRIX_LAYOUT_INHERITED > ? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout; > diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp > index 755618a..654f22a 100644 > --- a/src/glsl/glsl_types.cpp > +++ b/src/glsl/glsl_types.cpp > @@ -124,6 +124,7 @@ glsl_type::glsl_type(const glsl_struct_field *fields, > unsigned num_fields, > this->fields.structure[i].sample = fields[i].sample; > this->fields.structure[i].matrix_layout = fields[i].matrix_layout; > this->fields.structure[i].patch = fields[i].patch; > + this->fields.structure[i].precision = fields[i].precision; > } > > mtx_unlock(&glsl_type::mutex); > @@ -760,6 +761,9 @@ glsl_type::record_compare(const glsl_type *b) const > if (this->fields.structure[i].patch > != b->fields.structure[i].patch) > return false; > + if (this->fields.structure[i].precision > + != b->fields.structure[i].precision) > + return false; > } > > return true; > diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h > index 52672b3..a4e903a 100644 > --- a/src/glsl/glsl_types.h > +++ b/src/glsl/glsl_types.h > @@ -101,6 +101,13 @@ enum glsl_matrix_layout { > GLSL_MATRIX_LAYOUT_ROW_MAJOR > }; > > +enum { > + GLSL_PRECISION_NONE = 0, > + GLSL_PRECISION_HIGH, > + GLSL_PRECISION_MEDIUM, > + GLSL_PRECISION_LOW > +}; > + > #ifdef __cplusplus > #include "GL/gl.h" > #include "util/ralloc.h" > @@ -781,6 +788,11 @@ struct glsl_struct_field { > * streams (as in ir_variable::stream). -1 otherwise. > */ > int stream; > + > + /** > + * Precission qualifier ^ Precision > + */ > + unsigned precision; > }; > > static inline unsigned int > diff --git a/src/glsl/ir.h b/src/glsl/ir.h > index ede8caa..acfdfe5 100644 > --- a/src/glsl/ir.h > +++ b/src/glsl/ir.h > @@ -761,6 +761,19 @@ public: > unsigned index:1; > > /** > + * Precision qualifier. > + * > + * In desktop GLSL we do not care about precision qualifiers at all, in > + * fact, the spec says that precision qualifiers are ignored. > + * > + * To make things easy, we make it so that this field is always > + * GLSL_PRECISION_NONE on desktop shaders. This way all the variables > + * have the same precision value and the checks we add in the compiler > + * for this field will never break a desktop shader compile. > + */ > + unsigned precision:2; > + > + /** > * \brief Layout qualifier for gl_FragDepth. > * > * This is not equal to \c ir_depth_layout_none if and only if this > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev