| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit f5a6aab4031bc4754756c1773411728ad9a73381.
This broke some tests. It seems gl_transform_feedback_info gets memset
to 0 so we were losing the values in BufferStride before we used them.
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It makes more sense to have this here where we store the other values
from xfb qualifiers. The struct it was previously part of is now only
used to store values that come from the api.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This fixes 8 fs-interpolateat* piglit crashes on radeonsi, because it can't
handle non-input operands in interpolateAt*.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Varying packing would like to mark certain variables as flat.
This works as long as both sides of the interfaces are changed
accordingly. However, with SSO, we disable varying packing on
the outermost stages. We also disable varying packing for
certain tessellation stages.
With SSO, we operate on the producer and consumer separately.
Checks based on the consumer stage and variable are risky, and
can easily lead to altering one half of the interface between
stages, breaking SSO pipeline IO validation.
Just stop monkeying around with interpolation modes unless
required for varying packing. There's no point. This also
disables it in unsafe SSO cases.
Fixes CTS tests:
*.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize
Also fixes Piglit's spec/oes_geometry_shader/sso_validation:
- user-defined-gs-input-not-in-block.shader_test
- user-defined-gs-input-in-block.shader_test
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Old languages (GLSL <= 4.20 and GLSL ES 1.00) require "invariant"
to be specified on both inputs and outputs, and match when linking.
New languages only allow outputs to be qualified as "invariant"
and remove the "invariant must match" restriction when linking
varyings (because no input can have that qualifier).
Commit 426a50e2089b12d33f5c075aa5622f64076914a3 introduced the new
behavior for ES 3.00. It also removed the "must match" restriction
for ES 1.00 shaders, which I believe is incorrect. This patch adds
that back, as well as making 4.30+ follow the new rules.
Thanks to Qiankun Miao for noticing this discrepancy.
Fixes a WebGL 2.0 conformance test when run in Chromium:
https://www.khronos.org/registry/webgl/sdk/tests/deqp/data/gles3/shaders/qualification_order.html?webglVersion=2
Cc: [email protected]
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96971
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These are only used by get_matching_input() which has been call
at this point so free the hash tables.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We can still do packing we just need to get the packing type from the consumer
rather than the producer.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97033
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Likewise, rename the enum type to glsl_interp_mode.
Beyond the GLSL front-end, talking about "interpolation modes" seems
more natural than "interpolation qualifiers" - in the IR, we're removed
from how exactly the source language specifies how to interpolate an
input. Also, SPIR-V calls these "decorations" rather than "qualifiers".
Generated by:
$ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \
-e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \
-e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \;
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Dave Airlie <[email protected]>
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none
v2: Also update varying_matches::compute_packing_class(). Suggested by
Timothy Arceri.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "12.0" <[email protected]>
Cc: Gregory Hainaut <[email protected]>
Cc: Ilia Mirkin <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <[email protected]>
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Instead use the internal gl_shader_stage enum everywhere. This
makes things more consistent and gets rid of unnecessary
conversions.
Ideally it would be nice to remove the Type field from gl_shader
altogether but currently it is used to differentiate between
gl_shader and gl_shader_program in the ShaderObjects hash table.
Reviewed-by: Kenneth Graunke <[email protected]>
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This change makes sure to remove arrays when checking if type
is a double.
The check for the end of the first slot of a multi-slot double
is also fixed by bumping the check to 4 rather than 3.
Previously we were we not reserving the last component.
Reviewed-by: Kenneth Graunke <[email protected]>
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Since this extension allows more than one varying to share a single
location we can't just count the number of slots a varying takes and
add it to the total.
Instead we now reuse the reserved varyings bitfield to determine how
many slots are reserved for explicit locations instead.
Reviewed-by: Kenneth Graunke <[email protected]>
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This is prep work for int64 support.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is just prep work for int64 support, changing
places where 64-bit matters no doubles.
Reviewed-by: Ilia Mirkin <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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With tessellation shaders we can have cases where we have
arrays of anon structs, so make sure we match using without_array().
Fixes:
GL45-CTS.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_in
v2:
test lengths match as well (Ilia)
v3:
descend array lengths to check for matches as well (Ilia)
Reviewed-by: Ilia Mirkin <[email protected]>
Cc: "12.0" <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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e2791b38b42f83add5b07298c39741bf0a6d7d4b
mesa/program_interface_query: fix transform feedback varyings.
caused a regression in
GL45-CTS.gtf40.GL3Tests.transform_feedback3.transform_feedback3_multiple_streams
on radeonsi.
The problem was it was using the skip components varying to set
the stream id, when it should wait until a varying was written,
this just adds the varying checks in the right place.
Cc: "12.0" <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This reverts commit aac90ba2920cf5ceb4df6dba776dd3952780e456.
The commit caused a regression in:
piglit.spec.glsl-1_50.compiler.gs-input-nonarray-named-block.geom
Also the CTS test it was meant to fix seems like it may be bogus.
Cc: "12.0" <[email protected]>
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This partially fixes CTS test:
GL44-CTS.enhanced_layouts.xfb_get_program_resource_api
The test now fails at a tes evaluation shader with unsized output arrays.
The ARB_enhanced_layouts spec says:
"It is a compile-time error to apply xfb_offset to the declaration of an
unsized array."
So this seems like a bug in the CTS.
Reviewed-by: Dave Airlie <[email protected]>
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The spec says gl_NextBuffer and gl_SkipComponents need to be
returned to userspace in the program interface queries.
We currently throw those away, this requires a complete piglit
run to make sure no drivers fallover due to the extra varyings.
This fixes:
GL45-CTS.program_interface_query.transform-feedback-built-in
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Previously we would fail to find a match for the second half of a
dvec4 as 'i' would get incremented to 1 before we added the var to
the array at component 0.
Reviewed-by: Anuj Phogat <[email protected]>
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This is my attempt at fixing at least one of the UE4 bugs with GL4.3.
If we are doing intrastage matching and hit anonymous structs, then
we should do a record comparison instead of using the names.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The use of the parameter was removed in d6b92028.
glsl/link_varyings.cpp:1390:39: warning: unused parameter ‘separate_shader’ [-Wunused-parameter]
bool separate_shader)
^
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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These varyings have a separate location domain from per-vertex varyings
and need to be handled separately.
Reviewed-by: Dave Airlie <[email protected]>
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v2: make too large array a compile error
v3: squash mesa/prog patch to avoid static compiler errors in bisect
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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airlied:
v2: rename LowerClipDistance to LowerCombinedClipCullDistnace.
I don't think we want any other behaviour with any current hw.
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This change checks for component overlap, including handling overlap of
locations and components by doubles. Previously there was no validation
for assigning explicit locations to a location used by the second half
of a double.
V3: simplify handling of doubles and fix double component aliasing
detection
V2: fix component matching for matricies
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Consider the case of linking a program with both a vertex and fragment
shader. The VS may compute output varyings that are intended for
transform feedback, and not read by the fragment shader.
In this case, var->data.is_unmatched_generic_inout will be true,
but we still cannot eliminate the varyings. We need to also check
!var->data.is_xfb_only.
Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen
to use transform feedback in a way we apparently hadn't seen before.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Note: This patch appears to violate older OpenGL and OpenGLES specs.
The OpenGLES GLSL 3.1 and OpenGL GLSL 4.3 specifications both remove
the requirement for the output and input centroid qualifiers to match.
The deqp
dEQP-GLES3.functional.shaders.linkage.varying.rules.differing_interpolation_2
test wants the newer OpenGLES 3.1 specification behavior, even for
OpenGLES 3.0. This patch simply removes the checking in all cases.
The OpenGLES 3.0 conformance test suite doesn't appear to require the
older ("must match") spec behavior.
For reference, here are the relavent spec citations:
The OpenGL 4.2 spec says: "the last active shader stage output
variables and fragment shader input variables of the same name must
match in type and qualification (other than out matching to in)"
The OpenGL 4.3 spec says: "interpolation qualification (e.g., flat)
and auxiliary qualification (e.g. centroid) may differ."
The OpenGLES GLSL 3.00.4 specification says: "The output of the
vertex shader and the input of the fragment shader form an
interface. For this interface, vertex shader output variables and
fragment shader input variables of the same name must match in type
and qualification (other than precision and out matching to in)."
The OpenGLES GLSL 3.10 Specification says: "interpolation
qualification (e.g., flat) and auxiliary qualification (e.g.
centroid) may differ"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7819
Signed-off-by: Jordan Justen <[email protected]>
Cc: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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This enables in shader defined transform feedback mode even if the
only place xfb_stride is defined is on the global out.
We don't worry about xfb_buffer since Issue 22 c) in the spec says:
"If the shader has an "xfb_buffer" qualifier identifying a buffer,
but doesn't declare "xfb_offset" on anything associated with it,
what happens?
...
variables not qualified with "xfb_offset" are not captured, which
makes the associated "xfb_buffer" qualifier irrelevant."
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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When we move to the next buffer we need to reset the stream
so that we don't generate an error message about streams not
matching.
Reviewed-by: Dave Airlie <[email protected]>
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This moves the check until after we have done the stride
calculation and applies it to the xfb_* qualifiers.
Reviewed-by: Dave Airlie <[email protected]>
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From the ARB_enhanced_layous spec:
"It is a compile-time or link-time error to have any *xfb_offset*
that overflows *xfb_stride*, whether stated on declarations before
or after the *xfb_stride*, or in different compilation units.
...
When no *xfb_stride* is specified for a buffer, the stride of a
buffer will be the smallest needed to hold the variable placed at
the highest offset, including any required padding."
Reviewed-by: Dave Airlie <[email protected]>
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Here we use the built-in validation in
ast_layout_expression::process_qualifier_constant() to check for mismatching
global out strides on buffers in a single shader.
From the ARB_enhanced_layouts spec:
"While *xfb_stride* can be declared multiple times for the same buffer,
it is a compile-time or link-time error to have different values
specified for the stride for the same buffer."
For intrastage validation a new helper link_xfb_stride_layout_qualifiers()
is created. We also take this opportunity to make sure stride is at least
a multiple of 4, we will validate doubles at a later stage.
From the ARB_enhanced_layouts spec:
"If the buffer is capturing any double-typed outputs, the stride must
be a multiple of 8, otherwise it must be a multiple of 4, or a
compile-time or link-time error results."
Finally we update store_tfeedback_info() to apply the strides to
LinkedTransformFeedback and update the buffers bitmask to mark any global
buffers with a stride as active. For example a shader with:
layout (xfb_buffer = 0, xfb_offset = 0) out vec4 gs_fs;
layout (xfb_buffer = 1, xfb_stride = 64) out;
Is expected to have a buffer bound to both 0 and 1.
From the ARB_enhanced_layouts spec:
"A binding point requires a bound buffer object if and only if its
associated stride in the program object used for transform feedback
primitive capture is non-zero."
Reviewed-by: Dave Airlie <[email protected]>
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This will be used in a following patch to implement interface
query support for TRANSFORM_FEEDBACK_BUFFER.
Reviewed-by: Dave Airlie <[email protected]>
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This allows us to print the correct binding point when not all
buffers declared in the shader are bound.
For example if we use a single buffer:
layout(xfb_buffer=2, offset=0) out vec4 v;
We now print '2' when the buffer is not bound rather than '0'.
Reviewed-by: Dave Airlie <[email protected]>
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The existing transform feedback code expects to receive the list
of varyings in increasing buffer order.
Reviewed-by: Dave Airlie <[email protected]>
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This adds the initial infrastructure for enabling transform feedback
mode via in shader qualifiers and adds initial buffer support.
Reviewed-by: Dave Airlie <[email protected]>
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