Age | Commit message (Collapse) | Author |
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And add a test case to ensure that this works.
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By taking advantage of the recently-added hash_table_remove function.
With this change, all existing tests are now valgrind-clean.
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To allow for the removal of a single element from a hash table.
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As it turns out, 4 of our current tests are not valgrind clean,
(use after free errors or so), so this will be helpful for
investigating and fixing those.
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And report PASS or FAIL for each test along the way as well.
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This is convenient for testing the preprocessor independent of the rest of
mesa, (just run glcpp-test in the src/glsl/glcpp/tests).
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These were only ever intended to exist in the original, standalone
implementation of glcpp, (with the idea of dropping them as soon as
the code moved into mesa). The current build system wasn't compiling
this C file, but the presence of the header files could cause problems
if the two copies diverge in the future.
We head those problems off by deleting al of these redundant files.
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The parameters[i] is our inlined variables representing the
parameters, so they are always ir_var_auto. Walk the signature params
in handling "out" values like we do for "in" values to find the mode.
Fixes (with the previous 2 commits):
glsl1-function call with in, out params
glsl1-function call with inout params
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If they have a return value, this means putting it into a temporary
and making a deref of the temp be the rvalue, since we don't know if
the rvalue will be used or not.
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Fixes:
glsl1-built-in constants
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I'd flipped around the order of two operations in paren-balancing
adventures, and left out the multiply by sign(x) required for negative x.
Fixes:
glsl1-acos(vec4) function
glsl1-asin(vec4) function
glsl1-atan(vec4) function
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Fixes:
glsl1-vector relational (bvec2 ==,!=)
glsl1-vector relational (vec4 !=)
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I hadn't noticed you could do this, but glsl1 tests caught it. Fixes:
glsl1-Swizzled writemask
glsl1-Swizzled writemask (2)
glsl1-Swizzled writemask (rgba)
glsl1-Swizzled writemask (stpq)
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This is now handled in link_intrastage_shaders.
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Instead of using ir_call::callee, search for the signature in the
linked shader. This will allow resolving calls from functions
imported from other shaders. The ir_call::callee pointer in the
imported function will still reference a signature in the original shader.
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The list of shaders to search needs to be provided as an explicit
parameter to support coming changes. At that point there is no reason
for it to be in the class. Also, fix some of the 'const' decorators.
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Give ir_function::parameter_lists_match_exist similar treatment. Make
the parameters const, and propogate the constness as far as it will
trivially go.
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This handles the easy case of linking a function in a different
compilation unit that doesn't call any functions or reference any
global variables.
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It now works correctly when nodes are removed, as it was originally
intended to do; it no longer processes nodes added to the list before
the current node, nor those added immediately after the current node.
This matches the behavior of Linux's list_for_each_safe.
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The node being processed may be removed from the list and put in a
different list. Not using the safe version caused list processing to
change streams after moving a node.
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For the shader containing 'main', use the linked shader (i.e., the
clone of the original shader that contained main) as the source for
global instructions to move into main.
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When faced with a constructor like 'ivec4(0, 2, 0, 0)', we would
manage to get a value of 2 instead of 0 for the first "0". Usually 2
characters past "0" would point at some junk and lex as 0 anyway.
Fixes glsl-octal and glsl-unused-varyings.
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Fixes CorrectFunction.vert.
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This will be used on 915 and similar hardware of that generation.
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This is a big deal for debugging if nothing else ("what class is this
ir_instruction, really?"), but is also nice for avoiding building a
whole visitor or an if (node->as_whatever() || node->as_other_thing())
chain.
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Unlike the previous compiler, in this case we emit only one copy of
the function regardless of how many times it's called.
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ARB_fp, ARB_vp, Mesa IR, and the 965 vertex shader all have
instructions for cross. Shaves 12 Mesa instructions off of a
66-instruction shader I have.
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These now work on scalar/vector combos. Semantically, if a is a scalar,
min(a, vec2(x,y)) == vec2(min(a,x), min(a,y))
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