| Commit message (Collapse) | Author | Age | Files | Lines |
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Replace was done using:
find ./src -type f -exec sed -i -- \
's/is_record(/is_struct(/g' {} \;
Acked-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.
This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.
FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.
This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.
Fixes: e68871f6a ("spirv: Handle constants and types before execution
modes")
v2: (Jason)
* glsl_to_nir: get the info before glsl_to_nir, while all the rest
of the info gathering is happening
* prog_to_nir: gather the info on a general info-gathering pass,
not on variable setup.
v3: (Jason)
* Squash with the patch that removes that info from ir variable
* anv: assert that OriginUpperLeft is true. It should be already
set by spirv_to_nir.
* blorp: set origin_upper_left on its core "compile fragment
shader", not just on some specific places (for this we added an
helper on a previous patch).
* prog_to_nir: no need to gather specifically this fragcoord modes
as the full gl_program shader_info is copied.
* spirv_to_nir: assert that we are a fragment shader when handling
this execution modes.
v4: (reported by failing gitlab pipeline #18750)
* state_tracker: update too due changes on ir.h/gl_program
v5:
* blorp: minor change after change on previous patch
* radeonsi: update due this change.
v6: (Timothy Arceri)
* prog_to_nir: remove extra whitespace
* shader_info: don't use :1 on origin_upper_left
* glsl: program.fs.origin_upper_left/pixel_center_integer can be
move out of the shader list loop
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Replace calls to create hash tables and sets that use
_mesa_hash_pointer/_mesa_key_pointer_equal with the helpers
_mesa_pointer_hash_table_create() and _mesa_pointer_set_create().
Reviewed-by: Jason Ekstrand <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
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Always match TCS outputs since they are shared by all invocations
within the patch and should not be converted to local variables.
This is one of the issues found in Downward.
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104297
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Commit 27f1298b9d9 ("glsl/linker: validate attribute aliasing before optimizations")
forgot to complete the documentation.
Cc: Tapani Pälli <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Patch does a 'dry run' of assign_attribute_or_color_locations before
optimizations to catch cases where we have aliasing of unused attributes
which is forbidden by the GLSL ES 3.x specifications.
We need to run this pass before unused attributes may be removed and with
attribute binding information from program, therefore we re-use existing
pass in linker rather than attempt to write another one.
This fixes WebGL2 test 'gl-bindAttribLocation-aliasing-inactive' and
Piglit test 'gles-3.0-attribute-aliasing'.
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106833
Reviewed-by: Timothy Arceri <[email protected]>
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Since out variables are copied from shader objects instruction
streams to linked shader instruction steam it should be cloned
at first to keep source instruction steam unaltered.
Fixes: 966a797e433 ("glsl/linker: Link all out vars from a shader
objects on a single stage")
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
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Also there is no "OpenGL ES Shading Language 4.00" spec,
so change it to GLSL 4.00 spec.
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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>From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification
"A program will fail to compile or link if any shader
or stage contains two or more functions with the same
name if the name is associated with a subroutine type."
v2:
- error out earlier (Tapani)
- style fixes (Iago)
Fixes:
* no-overloads.vert
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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From Section 4.6.4 (Invariance and Linkage) of the GLSL ES 1.0 specification
"The invariance of varyings that are declared in both the vertex and
fragment shaders must match. For the built-in special variables,
gl_FragCoord can only be declared invariant if and only if
gl_Position is declared invariant. Similarly gl_PointCoord can only
be declared invariant if and only if gl_PointSize is declared
invariant. It is an error to declare gl_FrontFacing as invariant.
The invariance of gl_FrontFacing is the same as the invariance of
gl_Position."
Fixes:
* glsl-pcoord-invariant.shader_test
* glsl-fcoord-invariant.shader_test
* glsl-fface-invariant.shader_test
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107734
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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and _mesa_bitcount_64 with util_bitcount_64. This fixes a build problem
in nir for platforms that don't have popcount or popcountll, such as
32bit msvc.
v2: - Fix additional uses of _mesa_bitcount added after this was
originally written
Acked-by: Eric Engestrom <[email protected]> (v1)
Acked-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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During intra stage linking some out variables can be dropped because
it is not used in a shader with the main function. But these out vars
can be referenced on later stages which can lead to further linking
errors.
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
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Instead of plain snprintf(). To fix the MSVC 2013 build.
Fixes: 6ff0c6f4ebc ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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This includes:
* Move the defition of empty_uniform_block to linker_util.h
* Move find_empty_block (with a rename) to linker_util.h
* Refactor some code at linker.cpp to a new method at linker_util.h
(link_util_update_empty_uniform_locations)
So all that code could be used by the GLSL linker and the NIR linker
used for ARB_gl_spirv.
v2: include just "ir_uniform.h" (Timothy Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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So it could be used by the GLSL and NIR linker.
v2: (Timothy Arceri)
* Moved from compiler to compiler/glsl
* Method renamed to link_util_add_program_resource
Reviewed-by: Timothy Arceri <[email protected]>
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The prog->Shaders[i]->IsES check was accidentally removed causing
ES linking rules to be applied to desktop GLSL.
Fixes: 725b1a406dbe ("mesa/util: add allow_glsl_relaxed_es driconfig override")
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This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <[email protected]>
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This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The recent mtypes.h removal patches seems to have exposed a MSVC
issue where 'interface' is defined as a macro in an MSVC header file.
Reviewed-by: Charmaine Lee <[email protected]>
Reviewed-by: Neha Bhende <[email protected]>
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105444
Suggested-by: Timothy Arceri <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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According to GLSL ES 3.2 spec, see table in 9.2.1 "Linked Shaders"
section, the precision qualifier should match for uniform variables.
This also applies to previous GLSL ES 3.x specs.
This 'if' checks the condition for uniform variables, while for UBOs
it is checked in link_interface_blocks.cpp.
Fixes: b50b82b8a553
("glsl/es31: precision qualifier doesn't need to match in shader interface block members")
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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According with OpenGL GLSL 3.20 spec, section 4.3.9:
"It is a link-time error if any particular shader interface
contains:
- two different blocks, each having no instance name, and each
having a member of the same name, or
- a variable outside a block, and a block with no instance name,
where the variable has the same name as a member in the block."
This fixes a previous commit 9b894c8 ("glsl/linker: link-error using the
same name in unnamed block and outside") that covered this case, but
did not take in account that precision qualifiers are ignored when
comparing blocks with no instance name.
With this commit, the original tests
KHR-GL*.shaders.uniform_block.common.name_matching keep fixed, and also
dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision
regression is fixed, which was broken by previous commit.
v2: use helper varibles (Matteo Bruni)
Fixes: 9b894c8 ("glsl/linker: link-error using the same name in unnamed block and outside")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104668
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104777
CC: Mark Janes <[email protected]>
CC: "18.0" <[email protected]>
Tested-by: Matteo Bruni <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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follow the convention of other enums.
Reviewed-by: Neha Bhende <[email protected]>
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According with OpenGL GLSL 4.20 spec, section 4.3.9, page 57:
"It is a link-time error if any particular shader interface
contains:
- two different blocks, each having no instance name, and each
having a member of the same name, or
- a variable outside a block, and a block with no instance name,
where the variable has the same name as a member in the block."
This means that it is a link error if for example we have a vertex
shader with the following definition.
"layout(location=0) uniform Data { float a; float b; };"
and a fragment shader with:
"uniform float a;"
As in both cases we refer to both uniforms as "a", and thus using
glGetUniformLocation() wouldn't know which one we mean.
This fixes KHR-GL*.shaders.uniform_block.common.name_matching.
v2: add fixed tests (Tapani)
Reviewed-by: Tapani Pälli <[email protected]>
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If MaxAttribs were ever raised to 32, undefined behavior would occur.
We had already gone to the effort (albeit incorrectly) handle this in
one case, so fix them all.
CID: 1369628
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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If max_index were ever 32, the linker would have marked all 32
locations as invalid instead of marking none of them as invalid. It's
a good thing the maximum value actually set by any driver for
MaxAttribs is 16.
Found by inspection while investigating CID 1369628.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Intel was the only user and now NIR can do the lowering.
v2: do not try to handle it as a system value directly for the SPIR-V
path. In GL we rather handle it as a uniform like we do for the
GLSL path (Jason).
v3: drop LowerTESPatchVerticesIn as well (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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Without this, the SPIR-V generator has to deal with a bunch of junk
like:
(swiz z (swiz xxx (swiz x (var_ref packed:binormal.z,light_dir))))
It seems better to cull that stuff out than to add code to deal with
it. The problem is the way swizzles to and from scalars have to be
handled in SPIR-V.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch is mostly a patch done by Ilia Mirkin.
It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.
v2: fix locations for TCS/TES/GS inputs and outputs (Ilia)
CC: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.
Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eliminated.
The problem affects a big number of applications using Cocos2D engine
and other GLES implementations accept this, this poses a serious
application compatibility issue.
Starting from GLSL ES 3.0, declarations with conflicting precision
qualifiers are explicitly prohibited. However GLSL ES 1.00 does not
clearly specify the behavior, except that
"Uniforms are defined to behave as if they are using the same storage in
the vertex and fragment processors and may be implemented this way.
If uniforms are used in both the vertex and fragment shaders, developers
should be warned if the precisions are different. Conversion of
precision should never be implicit."
The word "used" is not clear in this context and might refer to
1) declared (same as GLES 3.x)
2) referred after post-processing, or
3) linked after all optimizations are done.
Looking at existing applications, 2) or 3) seems to be widely adopted.
To avoid compatibility issues, turn the error into a warning if GLSL ES
version is lower than 3.0 and the data is dead in at least one of the
shaders.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This effectively factorizes a couple of similar routines.
v2 (Neil Roberts): Non-trivial rebase on master
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
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This reverts commit 27d5a7bce09aef83d3349cca5f3777007b3b94b6.
I fat fingered it, failing to reset the checkout before applying the
sequential commit.
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Signed-off-by: Emil Velikov <[email protected]>
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v2:
- we only need to validate inputs to the first stage and outputs
from the last stage, everything else has already been validated
during cross_validate_outputs_to_inputs (Timothy).
- Use MAX_VARYING instead of MAX_VARYINGS_INCL_PATCH (Illia)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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There are two issues with the current implementation. First, it relies
on the layout(local_size_*) happening in the same shader as the main
function, and secondly it doesn't work for variable group sizes.
In both cases, the simplest fix is to move the setup of these derived
values to a later time, similar to how the gl_VertexID workarounds are
done. There already exist system values defined for both of the derived
values, so we use them unconditionally, and lower them after linking is
performed.
While we're at it, we move to using gl_LocalGroupSizeARB instead of
gl_WorkGroupSize for variable group sizes.
Also the dead code elimination avoidance can be removed, since there
can be situations where gl_LocalGroupSizeARB is needed but has not been
inserted for the shader with main function. As a result, the lowering
code has to insert its own copies of the system values if needed.
Reported-by: Stephane Chevigny <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103393
Cc: [email protected]
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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We only need to add a check to validate output locations here. For
inputs with invalid locations we will fail to link when we can't
find a matching output in the same (invalid) location.
v2: compute location slots properly depending on shader stage and
variable type / direction
Fixes:
KHR-GL45.enhanced_layouts.varying_location_limit
Reviewed-by: Nicolai Hähnle <[email protected]>
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Unlike uniforms, the limit on shared memory size is not called out
explicitly in the list of things that cause linker errors, but presumably
that's just an oversight in the spec.
Fixes dEQP-GLES31.functional.debug.negative_coverage.{callbacks,get_error,log}.compute.exceed_shared_memory_size_limit
Reviewed-by: Timothy Arceri <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102904
Fixes: 15cae12804e ("glsl/linker: fix output variable overlap check")
Reviewed-by: Kenneth Graunke <[email protected]>
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Prevent an overflow caused by too many output variables. To limit the
scope of the issue, write to the assigned array only for the non-ES
fragment shader path, which is the only place where it's needed.
Since the function will bail with an error when output variables with
overlapping components are found, (max # of FS outputs) * 4 is an upper
limit to the space we need.
Found by address sanitizer.
Fixes dEQP-GLES3.functional.attribute_location.bind_aliasing.*
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
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glsl/ast_type.cpp: In function ‘void merge_bindless_qualifier(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’:
glsl/ast_type.cpp:189:35: warning: unused parameter ‘loc’ [-Wunused-parameter]
merge_bindless_qualifier(YYLTYPE *loc,
^~~
glsl/ast_type.cpp:191:52: warning: unused parameter ‘qualifier’ [-Wunused-parameter]
const ast_type_qualifier &qualifier,
^~~~~~~~~
glsl/ast_type.cpp:192:52: warning: unused parameter ‘new_qualifier’ [-Wunused-parameter]
const ast_type_qualifier &new_qualifier)
^~~~~~~~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_rvalue::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:512:44: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_rvalue::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_texture::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:705:45: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_texture::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_assignment::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:851:48: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_assignment::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_constant::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:859:46: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_constant::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/linker.cpp: In function ‘void link_xfb_stride_layout_qualifiers(gl_context*, gl_shader_program*, gl_linked_shader*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1655:60: warning: unused parameter ‘linked_shader’ [-Wunused-parameter]
struct gl_linked_shader *linked_shader,
^~~~~~~~~~~~~
glsl/linker.cpp: In function ‘void link_bindless_layout_qualifiers(gl_shader_program*, gl_program*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1693:52: warning: unused parameter ‘gl_prog’ [-Wunused-parameter]
struct gl_program *gl_prog,
^~~~~~~
glsl/lower_distance.cpp: In member function ‘virtual void {anonymous}::lower_distance_visitor_counter::handle_rvalue(ir_rvalue**)’:
glsl/lower_distance.cpp:652:59: warning: unused parameter ‘rv’ [-Wunused-parameter]
lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
^~
glsl/opt_array_splitting.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_array_reference_visitor::visit_leave(ir_assignment*)’:
glsl/opt_array_splitting.cpp:198:56: warning: unused parameter ‘ir’ [-Wunused-parameter]
ir_array_reference_visitor::visit_leave(ir_assignment *ir)
^~
glsl/glsl_parser_extras.cpp: In function ‘void assign_subroutine_indexes(gl_shader*, _mesa_glsl_parse_state*)’:
glsl/glsl_parser_extras.cpp:1869:45: warning: unused parameter ‘sh’ [-Wunused-parameter]
assign_subroutine_indexes(struct gl_shader *sh,
^~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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The functionality is used by glsl and mesa. With the latter already
depending on the former.
With this in place the src/util/ static library libmesautil.la no longer
has a C++ dependency. Thus objects which use it (like libEGL) don't need
the C++ link.
Cc: "17.2" <[email protected]>
Fixes: 02cc35937277 ("egl/wayland: Use linux-dmabuf interface for buffers")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101851
Signed-off-by: Emil Velikov <[email protected]>
Suggested-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Tested-by: Mike Lothian <[email protected]>
Tested-by: James Harvey <[email protected]>
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Here we also make use of the UseSTD430AsDefaultPacking constant
and call the new get_internal_ifc_packing() helper.
Reviewed-by: Marek Olšák <[email protected]>
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Cuts 3224 bytes of .text
Reviewed-by: Jordan Justen <[email protected]>
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The main motivation for this is that threaded compilation can fall
over if we were to allocate IR inside constant_expression_value()
when calling it on a builtin. This is because builtins are shared
across the whole OpenGL context.
f81ede469910d worked around the problem by cloning the entire
builtin before constant_expression_value() could be called on
it. However cloning the whole function each time we referenced
it lead to a significant reduction in the GLSL IR compiler
performance. This change along with the following patch
helps fix that performance regression.
Other advantages are that we reduce the number of calls to
ralloc_parent(), and for loop unrolling we free constants after
they are used rather than leaving them hanging around.
Reviewed-by: Kenneth Graunke <[email protected]>
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We are currently copying the name for each member dereference
but we can just share a single instance of the string provided
by the type.
This change also stops us recalculating the field index
repeatedly.
Reviewed-by: Thomas Helland <[email protected]>
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Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.
v2: use rzalloc instead of an explicit padding member variable
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Save some passes over the IR.
v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]>
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