| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Here we remove the single use of this field in gl_linked_shader
which allows us to move the field out of gl_shader_info
While we are at it we rewrite link_xfb_stride_layout_qualifiers()
to be more clear.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Also move out of the shared gl_shader_info.
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is never used in gl_linked_shader other than as a temp
during linking so just use a temp instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This is only used by gl_shader not gl_linked_shader so move it
there.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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We also move NumProgramResourceList at the same time.
GLES does interface validation on SSO at runtime so we need to move
this to be able to switch to storing gl_program pointers in
CurrentProgram.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently this just breaks up the linking code a bit but in the
future i965 will call this from the backend via Driver.LinkShader()
so that we can do NIR optimisations before assigning uniform
locations.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This change also removes the now duplicate NumImages field.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I apparently broke mark_whole_variable in ir_set_program_inouts.
It was passing a type that wasn't var->type, so the wrapper didn't
work out. It's all broken, revert it and start over.
Fixes all kinds of things on other drivers.
Revert "glsl: Make is_fixed_function_array actually check for varyings."
This reverts commit 42699e12711668a142b7acf11c168cf4301c1295.
Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*."
This reverts commit 5c580e64cc206ab160e1767c42e4d6c81f67da4d.
Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*."
This reverts commit 8b5749f65ac434961308ccb579fb8a816e4f29d5.
Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper."
This reverts commit 6aa5cb34d03765b7be8611aa516bc201bd337f73.
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This wraps glsl_type::count_attribute_slots(), but will soon contain a
couple of overrides for a couple of GLSL built-ins variables.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Set the flag via the _mesa_init_gl_program() and NewProgram()
helpers.
In i965 we currently check for the existance of gl_shader_program
to decide if this is an ARB assembly style program or not.
Adding a flag makes the code clearer and will help removes a
dependency on gl_shader_program in the i965 codegen functions.
Also this will allow use to skip initialising sampler units for
linked shaders, we currently memset it to zero again during linking.
Reviewed-by: Eric Anholt <[email protected]>
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Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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to reduce the amount of GLSL optimizations for drivers that can do better.
Reviewed-by: Eric Anholt <[email protected]>
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We also add the stubs for the standalone compiler in this change.
By adding a reference here we can now refactor some code to use
gl_program where we were previously awkwardly using gl_shader_program.
Reviewed-by: Eric Anholt <[email protected]>
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After removing brw_shader in the previous commit this is no longer
needed.
V2: remove use in src/compiler/glsl/test_optpass.cpp
Reviewed-by: Eric Anholt <[email protected]>
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This will let us to make _CurrentFragmentProgram a gl_program pointer
allowing for simpilifications to be made.
We also need to add a field to gl_shader to hold it during parsing.
In gl_program we put it inside a union in anticipation of moving
more fields here that can be only fs or vertex stage fields.
Reviewed-by: Eric Anholt <[email protected]>
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This will help allow us to store gl_program in the CurrentProgram array rather
than gl_shader_program which will allow a bunch of simplifications.
Note that we make LinkedTransformFeedback a pointer so we don't waste
memory creating a struct for each stage. We also store a pointer to
the gl_program that will contain the pointer in gl_shader_program so
we can get easy access to the correct stage.
Reviewed-by: Eric Anholt <[email protected]>
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We no longer need to initialise it because gl_program is never reused.
Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.
Reviewed-by: Eric Anholt <[email protected]>
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This fixes 555 dEQP tests (using the nougat-cts-dev branch), Piglit's
arb_program_interface_query/arb_program_interface_query-resource-query,
and GL45-CTS.program_interface_query.separate-programs-{tess-control,
tess-eval,geometry}. Only one dEQP program interface failure remains.
I would have liked to split this up into several distinct changes, but
I wasn't sure how to do that given thet tangled nature of these issues.
So, the issues:
* We need to treat interface blocks declared as an array of instances
as a single block - removing the outer array. The resource list
entry's name should not include the array length. Properties such
as GL_ARRAY_SIZE should refer to the variable inside the block, not
the interface block's array properties.
* We need to do this prefixing even for structure variables.
* We need to do this for built-ins (such as gl_PerVertex.gl_Position).
* After interface array unwrapping, any variable which is an array
should have [0] appended. It doesn't matter if it's a TCS/TES/GS
input or TCS output - that looked like an attempt to unwrap for
per-vertex variables, but that didn't consider per-patch variables,
and as far as I can tell there's nothing to justify this.
Several Mesa developers have suggested that Issue 16 contradicts the
main specification, but I believe that it doesn't - the main spec just
isn't terribly clear. The main ARB_program_interface query spec says:
"* For an active interface block not declared as an array of block
instances, a single entry will be generated, using the block name from
the shader source.
* For an active interface block declared as an array of instances,
separate entries will be generated for each active instance. The name
of the instance is formed by concatenating the block name, the "["
character, an integer identifying the instance number, and the "]"
character."
Issue 16 says that built-ins should be named "gl_PerVertex.gl_Position",
but several people suggested the second bullet above means that it
should be named "gl_PerVertex[array length].gl_Position".
There are two important things to note. Those bullet points say
"an active interface block", while the others say "variable" or "active
shader storage block member". They also don't mention applying the
rules recursively (unlike the other bullets). Both suggest that
these rules apply to blocks themselves, not members of blocks.
In fact, for GL_UNIFORM_BLOCK queries, we do have "block[0]",
"block[1]", ... resource list entries - so those rules are real,
and actually used. So if they don't apply to block members, then how
should members be named? Unfortunately, I don't see any rules outside
of issue 16 - where the rationale is very unclear. I hope to clarify
the spec in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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stage_mask is a bitmask of shader stages, so the proper comparison would
be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself.
But we only care for structure types, and VS inputs cannot be structs.
So we can just drop this entirely.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This is mostly just used during linking however the st uses it
when updating textures.
In order to store gl_program in the CurrentProgram array
rather than gl_shader_program we need to move this field to
the shared gl_shader_program_data struct.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
Reviewed-by: Ian Romanick <[email protected]>
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This will be used to enable us to store the current gl_program
rather than gl_shader_program in the gl_pipline_object allowing
us to simplify handing of validation.
Also we should not be depending on _LinkedShader for this information
as it may contain shaders from a failed linking attempt rather than
the current program still in use.
We could also use this mask to iterate over the stages during linking
with _mesa_bit_scan() rather then the current method of NULL checking
each stage.
Reviewed-by: Ian Romanick <[email protected]>
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07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Cc: 13.0 <[email protected]>
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for debugging
v2: wrap all checksums in #ifdef DEBUG
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes copy and paste error in 9d96d3803ab
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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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This will allow us to directly store metadata we want to retain in
gl_program this metadata is currently stored in gl_linked_shader and
will be lost if relinking fails even though the program will remain
in use and is still valid according to the spec.
"If a program object that is active for any shader stage is re-linked
unsuccessfully, the link status will be set to FALSE, but any existing
executables and associated state will remain part of the current
rendering state until a subsequent call to UseProgram,
UseProgramStages, or BindProgramPipeline removes them from use."
This change will also help avoid the double handing that happens in
_mesa_copy_linked_program_data().
Reviewed-by: Emil Velikov <[email protected]>
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This enables a sort of par-linking. The primary use for this feature is
resolving built-in functions in the stand-alone compiler.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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always true for compute shaders
Reviewed-by: Kenneth Graunke <[email protected]>
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As the linked per-stage shaders are processed, mark any block that has a
field that is accessed as referenced. When combining all the linked
shaders, combine the per-stage stageref masks.
This fixes a number of GLES CTS tests:
ES31-CTS.core.geometry_shader.program_resource.program_resource
ES32-CTS.core.geometry_shader.program_resource.program_resource
ESEXT-CTS.geometry_shader.program_resource.program_resource
piglit.gl45-cts.geometry_shader.program_resource.program_resource
However, it makes quite a few more fail:
ES31-CTS.functional.program_interface_query.buffer_variable.random.6
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
ES31-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.random.6
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.compute.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.separable_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment_only_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment_only_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_geo_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment_only_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment_only_fragment.unnamed_block.float
ES32-CTS.functional.program_interface_query.buffer_variable.referenced_by.vertex_tess_geo_fragment.unnamed_block.float
I have diagnosed the failures, but I'm not sure whether we or the
tests are wrong. After optimizations are applied, all of the tests
are of the form:
buffer X {
float f;
} x;
void main()
{
x.f = x.f;
}
The test then queries that x is referenced by that shader stage. We
eliminate the assignment of x.f to itself, and that removes the last
reference to x. We report that x is not referenced, and the test fails.
I do not know whether or not we are allowed to eliminate that assignment
of x.f to itself.
After discussions with the OpenGL ES group in Khronos, we believe that
Mesa's behavior is correct. I will provide patches to the CTS tests
to Khronos.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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At link time, we resolve the size of implicitly sized arrays.
When doing so, we update the type of the ir_variables. However,
we neglected to update the type of ir_dereference nodes which
reference those variables.
It turns out array_resize_visitor (for GS/TCS/TES interface array
handling) already did 2/3 of the cases for this, so we can simply
refactor the code and reuse it.
This fixes:
GL45-CTS.shader_storage_buffer_object.basic-syntax
GL45-CTS.shader_storage_buffer_object.basic-syntaxSSO
which have an SSBO containing an implicitly sized array, followed
by some other members. setup_buffer_access uses the dereference
types to compute offsets to fields, and it had a stale type where
the implicitly sized array's length was still 0 instead of the
actual length.
While we're here, we can also fix update_array_sizes to properly
update deref types as well, fixing a FINISHME from 2010.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This moves the delete linked shaders call to
_mesa_clear_shader_program_data() which makes sure we delete them
before returning due to any validation problems.
It also reduces some code duplication.
From the OpenGL 4.5 Core spec:
"If LinkProgram failed, any information about a previous link of
that program object is lost. Thus, a failed link does not restore
the old state of program.
...
If one of these commands is called with a program for which
LinkProgram failed, no error is generated unless otherwise noted.
Implementations may return information on variables and interface
blocks that would have been active had the program been linked
successfully. In cases where the link failed because the program
required too many resources, these commands may help applications
determine why limits were exceeded."
Therefore it's expected that we shouldn't be able to query the
program that failed to link and retrieve information about a
previously successful link.
Before this change the linker was doing validation before freeing
the previously linked shaders and therefore could exit on failure
before they were freed.
This change also fixes an issue in compat profile where a program
with no shaders attached is expect to fall back to fixed function
but was instead trying to relink IR from a previous link.
Reviewed-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "13.0" <[email protected]>
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Switch to use memory allocations which zero memory for places
where needed.
v2: modify and rebase on top of Marek's series (Tapani)
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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