| Commit message (Collapse) | Author | Age | Files | Lines |
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This will be used to skip checking the cache and force a recompile.
Reviewed-by: Anuj Phogat <[email protected]>
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For the on-disk shader cache we want to be able to differentiate
between a program that was linked and one that was loaded from cache.
V2:
- don't return the new enum directly to the application when queried,
instead return GL_TRUE or GL_FALSE as required. Fixes google-chrome
corruptions when using cache.
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Now that we have the is_arb_asm flag we can just skip the
initialisation.
V2: remove hack from standalone compiler where it was never
needed since it only compiles glsl shaders.
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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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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gl_shader_program
Reviewed-by: Emil Velikov <[email protected]>
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This fixes a regression with the standalone compiler caused by
9d96d3803ab5dc
Note that we change standalone_compiler_cleanup() to no longer
explicitly free the linked shaders as the will be freed when
we free the parent ctx whole_program.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98774
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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If the user did not request full linking, link the shader with the
built-in functions, inline them, and eliminate them. Previous to this
you'd see all these calls to "dot" and "max" in the output. This
prevented a lot of expected optimizations and cluttered the output.
This gives it some chance of being useful.
v2: Rebase on top of Ken's "built-ins now" work.
v3: Don't do_common_optimizations if par-linking fails. Update expected
output of warnings tests to prevent 'make check' regressions.
v4: Optimize harder. Most important, do function inlining. Otherwise
it's quite impractical for one function in a file to call another
function in the same file.
v5: Add some code simplifications and an assertion suggested by Iago.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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We didn't bother with this in the regular compiler because it doesn't
change the generated code. In the stand-alone compiler, this can
clutter the output with useless variables. It's especially bad after
functions are inlined but the foo_retval declarations remain.
v2: Use set_foreach. Suggested by Tapani.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This just makes the output of the standalone compiler a little more
compact.
v2: Fix indexing typo noticed by Iago. Move the add_neg_to_sub_visitor
to it's own header file. Add a unit test that exercises the visitor.
Both the neg_a_plus_b and neg_a_plus_neg_b tests reproduced the bug that
Iago discovered.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[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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This also initializes the default values for the standalone compiler.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise extensions to 1.40 that are only for core profile won't work.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This clears the last bits of the usecases of the hash table
located in mesa/program, allowing us to remove it.
V2: Rebase on top of changes to Makefile.sources
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Rob Clark <[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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Add an option in order to ask to just print the InfoLog, without any
header or separator. Useful if we want to use the standalone compiler
to track only the warning/error messages.
v2: all printfs goes on its own line (Ian Romanick)
v3: rebasing: move just_log to standalone.h/cpp
Reviewed-by: Ian Romanick <[email protected]>
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Split standalone glsl_compiler into a libstandalone.la and a thin
main.cpp. This way drivers can re-use the glsl standalone frontend in
their own standalone compilers.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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