| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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If there's a better way to provide access to ir_array_refcount_entry
private members to the test functions, I am very interested to know
about it.
Signed-off-by: Ian Romanick <[email protected]>
Cc: Francisco Jerez <[email protected]>
Cc: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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Very soon this visitor will get more complicated. The users of the
existing ir_variable_refcount visitor won't need the coming
functionality, and this use doesn't need much of the functionality of
ir_variable_refcount.
v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so
don't check it. Suggested by Timothy.
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Set linearizer_array_index in process_block_array_leaf. Suggested
by Timothy.
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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One for the array parts and one for the leaf members. This will
simplify later changes.
The indentation is wonkey after this patch. This was done to make it
more obvious that the function is just getting split. The next patch
will fix the indentation.
Signed-off-by: Ian Romanick <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[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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git grep -l comparitor | xargs sed -i 's/comparitor/comparator/g'
Just happened to notice this in a patch that was sent and included one
of the tokens in question.
Signed-off-by: Ilia Mirkin <[email protected]>
Acked-by: Nicolai Hähnle <[email protected]>
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In 19a541f (nir: Get rid of nir_constant_data) a number of places that
operated on nir_constant::values were mechanically converted to operate
on the whole array without regard for the base type. Only
GLSL_TYPE_FLOAT and GLSL_TYPE_DOUBLE can be matrices, so only those
types can have data in the non-0 array element.
See also b870394.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The formula we have used in the past is a trivial reduction from the
definition by simply multiplying both the numerator and denominator of the
formula by 2. However, multiplying by e^x, you can further reduce it.
This allows us to get rid of one side of the clamp and two of exponential
functions which should make it faster. The new formula still passes the
dEQP precision tests for tanh so it should be fine.
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.
Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.
v2: added more explanation in the comment.
v3: fixed a typo in the comment.
Signed-off-by: Haixia Shi <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "13.0" <[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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Accidentally changed the type of a constant in
df33f11b39abf313a0db7b9fefaf739b88133161 causing assertion failures.
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Trivial, this just resurrects the code which was there once upon a time
(the code can't lower instructions generated in the lowering pass there,
and even if it could it would probably be suboptimal).
This fixes piglit mesa_shader_integer_functions fs-ldexp.shader_test and
vs-ldexp.shader_test with llvmpipe.
Reviewed-by: Matt Turner <[email protected]>
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All of these are happily set from glsl_to_nir or spirv_to_nir but their
values are never used for anything.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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This has bothered me for about as long as NIR has been around. Why do we
have two different unions for constants? No good reason other than one of
them is a direct port from GLSL IR.
Reviewed-by: Iago Toral Quiroga <[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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ARB_shading_language_420pack"
This reverts commit aaa69c79cd584db4d9c6ea7794e93d29f3d54572.
The commit was erroneous because the ast_layout_expression class is
meant to hold a list used for an after check that all the declared
values for a layout-qualifier-name are consistent.
Therefore, the check for the possibility of duplicated values was
previously fixed to happen much sooner, in the GLSL parser and the
merge of layout qualifiers, and the process_qualifier_constant method
only needs to check that the values are consistent.
By now, those layout-qualifier-name represented as a
ast_layout_expression are "max_vertices", "invocations", "vertices",
"local_size_[x|y|z]" and "xfb_stride".
From page 40 (page 46 of the PDF) of the GLSL 1.50 spec:
" All geometry shader output layout declarations in a program must
declare the same layout and same value for max_vertices."
From page 44 (page 50 of the PDF) of the GLSL 4.00 spec:
" If an invocation count is declared, all such declarations must
specify the same count."
From page 47 (page 53 of the PDF) of the GLSL 4.00 spec:
" All tessellation control shader layout declarations in a program
must specify the same output patch vertex count."
From page 60 (page 66 of the PDF) of the GLSL 4.30 spec:
" Also, if such a layout qualifier is declared more than once in the
same shader, all those declarations must set the same set of local
work-group sizes and set them to the same values; otherwise a
compile-time error results. If multiple compute shaders attached
to a single program object declare local work-group size, the
declarations must be identical; otherwise a link-time error
results."
From page 73 (page 79 of the PDF) of the GLSL 4.40 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."
Fixes GL44-CTS.enhanced_layouts.xfb_duplicated_stride
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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This reverts commit 4c863993780a11cea6f88fa0682796bee5794042.
The commit was erroneous because the ast_layout_expression class was
created to hold a list of values for a layout-qualifier-name which is
allowed to appear in more than one expression in the same
shader/program but not to hold different values.
In other words, the list is used for an after check that all the
declared values for a layout-qualifier-name are consistent.
Therefore, the values stored must match always, not just for
"max_vertices" or any other eventual layout-qualifier-name.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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After the previous modifications in the merging of the
layout-qualifier-name values, we no longer push the final value in a
declaration to the global values.
This regression happens because we don't call for merging on the
right-most layout qualifier of a declaration which is also the
overriding one in case of multiple appearances.
Now, we add a new method to push these values to the global ones and
we call for this just after all the layout-qualifier collapsing has
happened in a declaration.
This simplifies how this was working in two ways; we make a clear
differentiation of when we are pushing this to the global values since
before it was mixed in the merging call and we only run this once all
the processing for layout-qualifiers in a declaration has happened.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The GLSL parser has been simplified to check for the needed
GL_ARB_shading_language_420pack extension just when merging the
qualifiers in the proper cases.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Since we modified the way in which multiple repetitions of the same
layout-qualifier-name in a single declaration collapse into the
ast_type_qualifier class, we can simplify the
merge_into_[in|out]_qualifier APIs through removing the create_node
parameter.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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layout qualifier
From page 46 (page 52 of the PDF) of the GLSL 4.20 spec:
" More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in multiple
layout qualifiers for the same declaration, the last one overrides
the former ones."
Consider this example:
" #version 150
#extension GL_ARB_shading_language_420pack: enable
layout(max_vertices=2) layout(max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
Hence, when merging qualifiers in an ast_type_qualifier, we now ignore
new appearances of a same layout-qualifier-name if the new
"is_multiple_layouts_merge" parameter is on, since the GLSL parser
works in this case from right to left.
In addition, any special treatment for the buffer, uniform, in or out
layout defaults has been moved in the GLSL parser to the rule
triggered just after any previous processing/merging on the
layout-qualifiers has happened in a single declaration since it was
run too soon previously.
Fixes GL44-CTS.shading_language_420pack.qualifier_override_layout
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Several layout-qualifier validations are duplicated in the
merge_qualifier and validate_in_qualifier methods.
We would rather have them refactored into single calls.
Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The point mode value in an ast_type_qualifier can only be true if the
flag is already set since this layout-id-qualifier can only be or not
be present in a shader.
Hence, it is useless to check for its value if the flag is already
set. Just replaced with an assert.
V2: assert instead of checking for coherence and raising a compilation
error. Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The validation of the default in layout qualifier already assures that
we won't have 2 ast_gs_input_layout objects with different primitive
type values. In fact, the validation already assures that we won't
have 2 ast_gs_input_layout objects in the AST tree at all.
The check for an error in the shader has been replaced by an assert.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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The merge into the default in layout qualifier duplicates a lot of
code that can be reused from the generic merge method.
Now, we use the generic merge method inside the specific merge for the
default in layout qualifier. The generic merge method has been
completed with some bits that were only present in the merge for the
default in layout qualifier and the specific validation bits have been
moved to the validation method for the default in layout qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Currently, the default in layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default in qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Currently, the default out layout qualifier merge performs specific
validation and merge.
We want to split out the validation from the merge so they can be done
independently.
Additionally, for simplification, the direction of the validation and
merge is changed so the ast_type_qualifier calling the method is the
one validated and merged against the default out qualifier.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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Consider this example:
" #version 150 core
#extension GL_ARB_shading_language_420pack: require
#extension GL_ARB_explicit_attrib_location: require
layout(location=0) out vec4 o;
layout(binding=2) layout(binding=3, std140) uniform U {
vec4 a;
} u[2];"
As there is 2 layout-qualifiers for the uniform U and the binding
layout-qualifier-id is duplicated, the rules set by the
ARB_shading_language_420pack spec state that the rightmost should
prevail.
Our ast_type_qualifier merges with others in a way that if the value
for a layout-qualifier-id is set in both, the object being merged
overwrites the value of the object invoking the merge. Hence, the
merge has to happen from the left layout towards the right one and
this was not happening for interface blocks because we were merging
into the default layout qualifier.
Now, the merge is done from left to right and, as a last step, we
merge into the default layout qualifier if needed, so the values of
the explicit layouts prevail over it.
V2: added a default_layout variable instead of a layout_helper and
make the merge directly over the layout one. Suggested by Timothy.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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When a layout contains a duplicated layout-qualifier-name in a single
declaration, only the last occurrence should be taken into account.
From page 59 (page 65 of the PDF) of the GLSL 4.40 spec:
" More than one layout qualifier may appear in a single
declaration. Additionally, the same layout-qualifier-name can
occur multiple times within a layout qualifier or across multiple
layout qualifiers in the same declaration. When the same
layout-qualifier-name occurs multiple times, in a single
declaration, the last occurrence overrides the former
occurrence(s)."
Consider this example:
" #version 150
#extension GL_ARB_enhanced_layouts: enable
layout(max_vertices=2, max_vertices=3) out;
layout(max_vertices=3) out;"
Although different values for "max_vertices" results in a compilation
error. The above code is valid because max_vertices=2 is ignored.
When merging qualifiers in an ast_type_qualifier, we now simply ignore
new appearances of a same layout-qualifier-name if the
"is_single_layout_merge" parameter is true, this works because the GLSL
parser processes qualifiers from right to left.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
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64-bit host
Avoids two warnings.
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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64-bit host
Avoids three warnings.
Signed-off-by: Aaron Watry <[email protected]>
Reviewed-by: Matt Turner <[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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This has been unused since 943b69cddd
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Certain built-in arrays, such as gl_ClipDistance[], gl_CullDistance[],
gl_TessLevelInner[], and gl_TessLevelOuter[] are specified as scalar
arrays. Normal scalar arrays are sparse - each array element usually
occupies a whole vec4 slot. However, most hardware assumes these
built-in arrays are tightly packed.
The new var->data.compact flag indicates that a scalar array should
be tightly packed, so a float[4] array would take up a single vec4
slot, and a float[8] array would take up two slots.
They are still arrays, not vec4s, however. nir_lower_io will generate
intrinsics using ARB_enhanced_layouts style component qualifiers.
v2: Add nir_validate code to enforce type restrictions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes copy and paste error in 9d96d3803ab
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Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This whole pass is a no-op.
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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conditional emit
Consider a geometry shader that contains code like this:
some_out = expr;
if (cond) {
...
EmitVertex();
} else {
...
EmitVertex();
}
Both branches should see the correct value of some_out.
Since this is a rather subtle and rare case, I'm submitting a piglit test
for this as well.
GLSL says that the values of output variables are undefined after
EmitVertex(). With this change, the values will now be defined and
unmodified. This may reduce optimization opportunities in the probably
quite rare case where subsequent compiler passes cannot prove that the
value of the output variable is overwritten.
Cc: 13.0 <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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This fixes the regression of radeonsi in
glsl-1.10/execution/variable-indexing/vs-output-array-vec3-index-wr
caused by commit 74e39de9324d2d2333cda6adca50ae2a3fc36de2.
Acked-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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