| Commit message (Collapse) | Author | Age | Files | Lines |
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The call to _mesa_test_texobj_completeness() is unnecessary if the
texture is already known to be complete. If the texture object is
dirtied in the meantime _BaseComplete and _MipmapComplete will be
reset to false. _mesa_is_image_unit_valid() will start to be called
more frequently in a future commit, so it seems desirable to avoid the
unnecessary work.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A future commit will remove all texture object-dependent derived state
from the image unit struct to make validation unnecessary on texture
state changes. Instead of checking gl_image_unit::_Valid drivers will
be required to call this function when needed to find out whether an
image unit is in a valid state and whether access from the shader is
allowed.
Tested-by: Ye Tian <[email protected]>
CC: "11.0" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The hardware documentation relating to the UAV HW-assisted coherency
mechanism and UAV access enable bits is scarce and sometimes
contradictory, and there's quite some guesswork behind this commit, so
let me summarize the background first: HSW and later hardware have
infrastructure to support a stricter form of data coherency between
shader invocations from separate primitives. The mechanism is
controlled by the "Accesses UAV" bits on 3DSTATE_VS, _HS, _DS, _GS and
_PS (or _PS_EXTRA on BDW+), and the "UAV Coherency Required" bit on
the 3DPRIMITIVE command.
Regardless of whether "UAV Coherency Required" is set, the hardware
fixed-function units will increment a per-stage semaphore for each
request received if "Accesses UAV" is set for the same or any lower
stage. An implicit DC flush is emitted by the lowermost stage with
"Accesses UAV" set once it's done processing the request, this also
happens regardless of the value of "UAV Coherency Required". The
completion of the DC flush will cause the same stage and all previous
ones to decrement the semaphore, marking the UAV accesses for the
primitive as coherent with L3.
The "UAV Coherency Required" 3DPRIMITIVE bit will cause a pipeline
stall before any threads are dispatched for the first FF stage with
"Accesses UAV" set until the semaphore is cleared for the same stage.
Effectively this guarantees that UAV memory accesses performed by
previous primitives from any stage will be strictly ordered (and
thanks to the implicit DC flush visible in memory) with UAV accesses
from the following primitives.
None of this is required by the usual image, atomic counter and SSBO
GL APIs which have very relaxed cross-primitive coherency and ordering
requirements, so we don't actually ever set the "UAV Coherency
Required" bit -- Ordering with respect to shader invocations from
previous stages on the same primitive where there is a data dependency
is of course already guaranteed as the spec requires, regardless of
this mechanism being enabled. We do set the "Accesses UAV" bits
though since my commit ac7664e493655e290783c23a0412b9c70936da50 (which
this patch partially reverts), mainly because of comments like the
following from the BDW PRM:
> 3DSTATE_GS
>[...]
> 12 Accesses UAV
> Format: Enable
> This field must be set when GS has a UAV access.
There are similar comments in the documentation for the other
3DSTATE_*S commands. The "must" part is misleading and unjustified
AFAIK. Most of the "Accesses UAV" bits don't seem to have any side
effects other than the implicit DC flushes and the related
book-keeping in anticipation for a subsequent primitive with "UAV
Coherency Required" set, so in most cases they are unnecessary and may
incur a performance penalty. There is an exception though. On Gen8+
the PS_EXTRA UAV access bit influences the calculation of the PS
UAV-only and ThreadDispatchEnable signals which on previous
generations were set explicitly by the driver, so we cannot always
avoid enabling it on the PS stage.
The primary motivation for this change is that in fact the hardware
coherency mechanism is buggy and will cause a rather non-deterministic
hang on Gen8 when VS is the only stage with "Accesses UAV" set and the
processing of a request terminates immediately after the implicit DC
flush is sent for a previous primitive with no additional vertices
being emitted for the second primitive, what will cause the hardware
to skip sending a second DC flush and cause the VS to stall
indefinitely waiting for a response from the DC (BDWGFX HSD 1912017).
This hardware bug can be reproduced on current master with the
spec@arb_shader_image_load_store@host-mem-barrier@Indirect/RaW piglit
subtest (if you have the patience to run it a few dozen times).
The proposed workaround is to insert CS STALLs speculatively between
3DPRIMITIVE commands when "Accesses UAV" is enabled for the VS stage
only. Because this would affect one of the hottest paths in the
driver and likely decrease performance even further due to the
unnecessary serialization, and because we don't actually need the
implicit DC flushes, it seems better to just disable them.
Cc: 11.0 <[email protected]>
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This was originally added to nir_instrs_equal() instead of
nir_instr_can_cse() incorrectly, but this was fixed when moving to the
instruction set API (as it had to be, otherwise hashing wouldn't work).
Now, this is dead code since instr_can_rewrite() will only return true
for texture instructions that use an index, so we can turn the check into
an assert. This also means that now nir_instrs_equal(instr, instr) will
always return true unless it assert-fails.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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This was previously tied to CSE, since it would only work for
instructions where nir_can_cse() (now instr_can_rewrite()) returned
true. Now that CSE uses the instruction set abstraction which only uses
this internally, we can make it local to nir_instr_set.c.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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This replaces an O(n^2) algorithm with an O(n) one, while allowing us to
import most of the infrastructure required for GVN. The idea is to walk
the dominance tree depth-first, similar when converting to SSA, and
remove the instructions from the set when we're done visiting the
sub-tree of the dominance tree so that the only instructions in the set
are the instructions that dominate the current block.
No piglit regressions. No shader-db changes.
Compilation time for full shader-db:
Difference at 95.0% confidence
-35.826 +/- 2.16018
-6.2852% +/- 0.378975%
(Student's t, pooled s = 3.37504)
v2:
- rebase on start_block removal
- remove useless state struct
- change commit message
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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This will replace direct usage of nir_instrs_equal() in the CSE pass,
which reduces an O(n^2) algorithm with an effectively O(n) one. It'll
also be useful for implementing GVN on top of GCM.
v2:
- Add texture support.
- Add more comments.
- Rename instr_can_hash() to instr_can_rewrite() since it's really more
about whether its uses can be rewritten, and it's implicitly used by
nir_instrs_equal() as well.
- Rename nir_instr_set_add() to nir_instr_set_add_or_rewrite() (Jason).
- Make the HASH() macro less magical (Topi).
- Rewrite the commit message.
v3:
- For sorting phi sources, use a VLA, store pointers to the sources, and
compare the predecessor pointer directly (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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v2: rebase, don't constify nir_srcs_equal() as it's pass-by-value
anyways
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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Right now nir_instrs_equal() is tied pretty tightly to CSE, but we're
going to introduce the idea of an instruction set and tie it to that
instead. In anticipation of that, move this into its own file where
we'll add the rest of the instruction set implementation later.
v2: Rebase on texture support.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Connor Abbott <[email protected]>
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If a non-const sample number is given to interpolateAtSample it will
now generate an indirect send message with the sample ID similar to
how non-const sampler array indexing works. Previously non-const
values were ignored and instead it ended up using a constant 0 value.
The generator will try to determine if the sample ID is dynamically
uniform via nir_src_is_dynamically_uniform. If not it will query the
pixel interpolator in a loop, once for each different live sample
number. The next live sample number is found using emit_uniformize. If
multiple live channels have the same sample number then they will be
handled in a single iteration of the loop. The loop is necessary
because the indirect send message doesn't seem to have a way to
specify a different value for each fragment.
This fixes the following two Piglit tests:
arb_gpu_shader5-interpolateAtSample-nonconst
arb_gpu_shader5-interpolateAtSample-dynamically-nonuniform
v2: Handle dynamically non-uniform sample ids.
v3: Remove the BREAK instruction and predicate the WHILE directly.
Make the tokens arrays const. (Matt Turner)
v4: Iterate over the live channels instead of each possible sample
number.
v5: Don't special case immediate values in
brw_pixel_interpolator_query. Make a better wrapper for the
function to set up the PI send instruction. Ensure that the SHL
instructions are scalar. (Francisco Jerez).
Reviewed-by: Francisco Jerez <[email protected]>
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It is possible to directly predicate the WHILE instruction. In this
case there will be a second successor block because the execution can
resume from the instruction after the loop. This will be used in a
subsequent patch.
Reviewed-by: Matt Turner <[email protected]>
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Adds nir_src_is_dynamically_uniform which returns true if the source
is known to be dynamically uniform. This will be used in a later patch
to add a workaround for cases that only work with dynamically uniform
sources. Note that the function is not definitive, it can return false
negatives (but not false positives). Currently it only detects
constants and uniform accesses. It could easily be extended to include
more cases.
Reviewed-by: Matt Turner <[email protected]>
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Global performance counters (PCOUNTER) will be added to
nvc0_query_hw_pm.c/h files.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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Loosely based on freedreno driver.
Signed-off-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
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This will allow to split SW and HW queries in an upcoming patch.
While we are at it, make use of nvc0_query struct instead of pipe_query.
Signed-off-by: Samuel Pitoiset <[email protected]>
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ACTIVE_VARIABLES
Return the number of values written.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From ARB_program_query_interface:
For the property ARRAY_SIZE, a single integer identifying the number of
active array elements of an active variable is written to <params>. The
array size returned is in units of the type associated with the property
TYPE. For active variables not corresponding to an array of basic types,
the value one is written to <params>. If the variable is a shader
storage block member in an array with no declared size, the value zero
is written to <params>.
v2:
- Unsized arrays of arrays have an array size different than zero
v3:
- Arrays and unsized arrays will have an array_stride > 0. Use it
instead of is_unsized_array flag (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From ARB_shader_storage_buffer_object:
"When using the ARB_program_interface_query extension to enumerate the
set of active buffer variables, only the first element of arrays (sized
or unsized) will be enumerated"
_mesa_program_resource_array_size() is used when getting the name (and
name length) of the active variables. When it is an unsized array,
we want to indicate it has one active element so the returned name
would have "[0]" at the end.
v2:
- Use array_stride > 0 and array_elements == 0 to detect unsized
arrays. Because of that, we don't need is_unsized_array flag
(Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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When the active variable is an array which is already a top-level
shader storage block member, don't return its array size and stride
when querying TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE
respectively.
Fixes the following 12 dEQP-GLES31 tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.shared.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.packed.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std140.column_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat3x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.column_major_mat3x4
v2:
- Fix check when the shader storage block is instanced
- Write auxiliary function to do the check.
v3:
- Check if full_instanced_name is NULL just after allocation (Ilia)
- Remove () from one strcmp() in the if statement (Ilia)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Use found_top_level_array_stride instead of found_top_level_array_size.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Patch adds missing type (used with NV_read_depth) so that it gets
handled correctly. This fixes errors seen with following CTS test:
ES3-CTS.gtf.GL3Tests.packed_pixels.packed_pixels
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "11.0" <[email protected]>
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Before, we were unconditionally assigning the TargetIndex field in
_mesa_BindTexture(), even if it was already set properly. Now we
initialize TargetIndex wherever we initialize the Target field, in
_mesa_initialize_texture_object(), finish_texture_init(), etc.
v2: also update the meta_copy_image code. In make_view() the
view_tex_obj->Target field was set, but not the TargetIndex field.
Also, remove a second, redundant assignment to view_tex_obj->Target.
Add sanity check assertions too.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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Callers of create_texture() will either pass target=0 or a validated
GL texture target enum so no need to do another error check inside
the loop.
Reviewed-by: Anuj Phogat <[email protected]>
Tested-by: Mark Janes <[email protected]>
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We can now link the unit tests against just libi965_compiler.la. This
lets us drop a lot of DRI driver dependencies, but we still pull in all
of libmesa and more.
This also provides a few standalone users of libi965_compiler.la, which
will help us accidentally using i965_dri.so functions from the compiler.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This introduces a new libtool helper library, libi965_compiler.la. This
library is moderately self-contained, but still needs to link to all of
libmesa.la among other things.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_get_shader_time_index() is all tangled up in brw_context state and
we can't call it from the compiler. Thanks the Jasons recent
refactoring, we can just get the index and pass to the emit functions
instead.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We call this from the compiler so move it to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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This function computes the next power of two, but at least 1024. We can
do that by bitwise or'ing in 1023 and calling util_next_power_of_two().
We use brw_get_scratch_size() from the compiler so we need it out of
brw_program.c. We could move it to brw_shader.cpp, but let's make it a
small inline function instead.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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brw_program.c won't be part of the compiler library, but we need
brw_mark_surface_used() in the compiler. Move to brw_shader.cpp.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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The initial motivation for this patch was to avoid calling
brw_cs_prog_local_id_payload_dwords() in gen7_cs_state.c from the
compiler. This commit ends up refactoring things a bit more so as to
split out the logic to build the local id payload to brw_fs.cpp. This
moves the payload building closer to the compiler code that uses the
payload layout and makes it available to other users of the compiler.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use the rest of brw_shader.cpp with the rest of the compiler
without pulling in the GLSL linking code.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We need the debug flag parsing and INTEL_DEBUG in the compiler, but we
don't want the dependency on bufmgr (libdrm_intel) in there. Move to
intel_screen.c.
There are now only two lines left in brw_process_intel_debug_variable(),
but we keep it in intel_debug.h to avoid having to expose
'debug_control' as a global variable.
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We want to use intel_debug.c in code that doesn't link to dri common.
v2: Remove unnecessary stddef.h include (Topi), use util/debug.h
in all DRI driver and remove driParseDebugString() (Iago).
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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We move these calls one level up into the codegen functions.
Reviewed-by: Topi Pohjolainen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
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Previously the name of the nir shader was being freed prematurely during
nir_sweep. Since 756613ed35d the name was later being used to generate
filenames for the optimiser debug output and these would end up with
garbage from the dangling pointer.
Co-authored-by: Neil Roberts <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Jan Vesely <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Boyan Ding <[email protected]>
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Comit d48ac9306619 addressed this for VS, but we forgot to do the same for
URB writes generated by the gen6 GS.
Reviewed-by: Kenneth Graunke <[email protected]>
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That should make tracking where we do spills and pull loads a bit easier.
Reviewed-by: Kenneth Graunke <[email protected]>
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So they do not conflict with our (un)spills (MRF 21..23) or our
URB writes (MRF 1..15)
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.
I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.
Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:
ES31-CTS.program_interface_query.separate-programs-vertex
ES31-CTS.program_interface_query.separate-programs-fragment
Signed-off-by: Tapani Pälli <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
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