This associates the conversions / casts with enums. The idea is
to make conversion into a string the last step in the process.
Signed-off-by: Dave Airlie <airlied@redhat.com>
This makes sure we never accidentally set a lower glsl version
after a higher one (we don't ever, but best to make sure).
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
Followup to the previous patch that introduced bit to string table.
Patchset tested using GLES3 dEQP suite.
Reviewed-by: Dave Airlie <airlied@redhat.com>
[addr%d] could in theory be [addr65536] so needs a few more bytes.
Fixes warning:
vrend_shader.c: In function ‘iter_instruction’:
vrend_shader.c:1861:38: warning: ‘%d’ directive writing between 1 and 6 bytes into a region of size 4 [-Wformat-overflow=]
sprintf(arrayname, "[addr%d]", src->DimIndirect.Index);
^~
vrend_shader.c:1861:32: note: directive argument in the range [-32768, 32767]
sprintf(arrayname, "[addr%d]", src->DimIndirect.Index);
^~~~~~~~~~
vrend_shader.c:1861:13: note: ‘sprintf’ output between 8 and 13 bytes into a destination of size 9
sprintf(arrayname, "[addr%d]", src->DimIndirect.Index);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
v2: drop interp_temp, less special case temps
Tested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
This adds the bitfield and multiplies and barrier.
Tested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
This adds support for the transform feedback vertex streams
Tested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
We will use the scanner to find a few things needed for ARB_gpu_shader5.
Tested-by: Gurchetan Singh <gurchetansingh@chromium.org>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
OpenGL ES didn't support GL_POINT_SPRITE_COORD_ORIGIN.
So when we read from a fbo, the image is upside down.
This is because the guest renders into a window drawable
which is inverted, while the host renders into a FBO.
This patch inverts the y coordinate.
Fixes: dEQP-GLES2.functional.shaders.builtin_variable.pointcoord
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Take into account the gallium uniform buffer indices when associating
host UBOs with gallium uniform buffers.
Previously the code disregarded the gallium uniform buffer indices,
leading, under specific circumstances, to the provision of incorrect
data to the shaders. The problem manifested typically when a context
contained active UBOs which were not accessed by a particular shader,
but ended up being used instead of the correct UBOs for that shader.
This occurred, for example, when running the dEQP-GLES3.functional.ubo.*
in batch mode, in which case left over UBOs from previous tests would
cause subsequent tests to fail.
Fixes:
dEQP-GLES3.functional.ubo.* when run in batch mode
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Joe Kniss <djmk@chromiumos.org, djmk@google.com>
Tested-by: Elie Tournier <elie.tournier@collabora.com>
The 'invariant' output data attrib was not properly implemented in
mesa's TGSI serialization, and was ignored in virglrender's conversion
from TGSI text to GLSL text. This patch adds 'invariant' support
and sets a new virgl cap to enable it since older versions of
virglrenderer will fail if invariant appears in the TGSI stream.
Tested: chromeos on qemu + virglrenderer
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Joe M. Kniss <djmk@google.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
This fixes the remaining cull distance tests by making sure
we pipe the cull distance sizing through all the shaders properly.
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
if the TGSI has CLIPDIST[0], we have to translate that into
vec4(gl_in[0].gl_ClipDistance[0], gl_in[1].gl_ClipDistance[1],
gl_in[0].gl_ClipDistance[2], gl_in[2].gl_ClipDistance[3]);
This fixes:
tests/spec/glsl-1.50/execution/geometry/clip-distance-bulk-copy.shader_test
tests/spec/glsl-1.50/execution/geometry/clip-distance-in-param.shader_test
tests/spec/glsl-1.50/execution/geometry/clip-distance-in-values.shader_test
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Without this, when running under ES 3.2 profile (nvidia driver), I
hit "error C5121: multiple bindings to output semantic".
Tested by running Chrome OS under qemu with these profiles:
core profile: 4.5.0 NVIDIA 384.111
core profile: 3.3 (Core Profile) Mesa 17.3.3
es profile: OpenGL ES 3.2 NVIDIA 384.111
es profile: OpenGL ES 3.0 Mesa 17.3.3
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
This was pretty trivial to implement, so let's just get it out of the way.
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Change to use strcmp since memcmp is confusing here.
Signed-off-by: Lepton Wu <lepton@chromium.org>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Fix compiler warnings about incorrect format type and possible format
overflow.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The piglit test generates a failed to compile shader:
gl-2.1-fbo-mrt-alphatest-no-buffer-zero-write
The test never validates any result as it can't, but this fixes
the debug logging of the error on the host.
outputs from vertex shaders are now vso
and outputs from geometry shaders are now gso.
This allows adding tessellation a bit easier.
Signed-off-by: Dave Airlie <airlied@redhat.com>
OpenGL ES don't support 1D texture.
So we replace these textures by some 2D texture with one of
the component set to 0.5
v2: Use new use_gles state on vrend_shader_cfg.
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some features:
* Always use the "#version 300 es" header
* Set high precision by default
* Do not use noperspective attribute
v2: Do not create a global state but instead add field
vrend_shader_cfg and send that into more functions.
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Refactors vertex/fragment shader exit routine. Handles all end points properly.
Fixes dEQP-GLES2.functional.shaders.return.output_write_dynamic_vertex test.
[airlied: cleanup damaged whitespace + remove old geom lines of no use]
Signed-off-by: Dave Airlie <airlied@redhat.com>
Previously, vrend_shader insterted a scale & bias to emulate
glDepthRange in all vertex shaders. This approach will fail
to match the gl spec in some situations. glDepthRange() is also
called, causing the transformation to be applied twice. The
winsys_adjust uniform is now a scalar to implement the y-flip only.
This bug was discovered and tested using the
dEQP-GLES2.functional.depth_range test suite. This test now passes
all but one case, which appears to be a separate issue.
Signed-off-by: Joe M. Kniss <djmk@google.com>
[airlied: fixes some piglit tests as well - no regressions]
Signed-off-by: Dave Airlie <airlied@redhat.com>
This just adds backend conversion support for the extended
texture gather instructions used for arb_gpu_shader5.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Another requirement for GL4.0 is support for ARB_sample_shading.
This enables it and turns on the cap when needed.
Signed-off-by: Dave Airlie <airlied@redhat.com>
The benchmark fails to start, the translation of gl_Identity is incorrect,
UMAD TEMP[0], SV[0].xxxx, TEMP[0].xxxx, TEMP[1]
is translated to:
temp0[0] = vec4(uintBitsToFloat((gl_InstanceID * floatBitsToUint(temp0[0].xxxx) + floatBitsToUint(temp0[1]))));
Which results in the following error:
shader failed to compile
0:23(34): error: could not implicitly convert operands to arithmetic operator
0:23(34): error: operands to arithmetic operators must be numeric
0:23(17): error: no matching function for call to `uintBitsToFloat(error)'; candidates are:
It seems we can use the same workaround as gl_VertexID, I didn't
observe any regression running various gl_InstanceId tests from
piglit:
temp0[0] = vec4(uintBitsToFloat((floatBitsToUint(vec4(intBitsToFloat(gl_InstanceID))) * floatBitsToUint(temp0[0].xxxx) + floatBitsToUint(temp0[1]))));
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Some piglit tests read/write outside of fix-sized arrays. Return an
error in this case. Note: further investigation needed to avoid
such access in the first place.
Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>