| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[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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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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It looks like I added this version as a short-hand for users that didn't
need the fuller version. I don't think there's any real utility in
that. I'm not sure what my thinking was there. Maybe if those users
overloaded the recursion function could just call the compact version to
avoid passing some parameters? None of the users do that.
Either way, having this extra overload is not useful. Delete it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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This makes link_assign_uniform_locations() easier to follow.
Reviewed-by: Kenneth Graunke <[email protected]>
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Missed this when doing 6d1a59d15b.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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There is only ever one shader so simplify the input params.
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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Although the glsl_types.h stores this in a bitfield,
we should hide that from everyone else. Hide the cast
in an accessor method and use the enum everywhere.
This makes things a bit nicer in gdb, and improves type
safety.
v2: fix a few pieces of interface I missed that caused some
piglit regressions.
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.
A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Firstly this updates the named interface lowering pass to store the
interface without the arrays removed.
Note we need to remove the arrays in the interface/varying matching
code to not regress things but in future this should be fixed
futher as it would seem we currently successfully match interface
blocks with differnt array sizes.
Since we now know if the interface was an array we can reduce the
IR flags from_named_ifc_block_array and from_named_ifc_block_nonarray
to just from_named_ifc_block.
Next rather than having a different code path for named interface
blocks in program_resource_visitor we just make use of the one used
by UBOs this allows us to now handle arrays of arrays correctly.
Finally we add a new param to the recursion function
named_ifc_member this is because we only want to process a single
member at a time. Note that this is also the glsl_struct_field
from the original ifc type before lowering rather than the type
from the lowered variable. This fixes a bug in Mesa where we would
generate the names like WithInstArray[0].g[0][0] when it should be
WithInstArray[0].g[0] for the following interface.
out WithInstArray {
float g[3];
} instArray[2];
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.
Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.
Patch is based on earlier patch with following changes/additions:
1: Move the counting of explicit locations to
check_explicit_uniform_locations and then pass
the number to link_assign_uniform_locations.
2: Count the number of empty slots in UniformRemapTable
and store them in a list_head.
3: Try to find an empty slot for implicit locations from
the list, if that fails resize UniformRemapTable.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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