| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Signed-off-by: Michał Janiszewski <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
They do the same thing in the end but i2b is a bit simpler. Also, let's
clean up the mess of code for SSBO handling with one line of builder.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
| |
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Adding compile time check for subroutine functions with
the same names. Similar check for intrastage linking was already
landed in commit 5f0567a4f60.
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."
Fixes:
* no-overloads.vert
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
| |
The es check is already covered by the is_version() check.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
The Nvidia/AMD binary drivers allow this, as does GCC.
This fixes shader compilation issues in the latest update of
No Mans Sky.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
Since there are no other users of the glsl compiler.
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This happens in situations where we might do
vec.wzyx[i] = ...
The swizzle would get effectively ignored because of the interaction
between how ir_assignment->set_lhs works and overwriting the write_mask.
There are two cases, one where i is a constant, and another where i is
variable. We have to be extra-careful in both cases.
Fixes the following WebGL test:
https://www.khronos.org/registry/webgl/sdk/tests/conformance2/glsl3/vector-dynamic-indexing-swizzled-lvalue.html
And the new piglit tests:
swizzled-writemask-indexing-nonconst.shader_test
swizzled-writemask-indexing.shader_test
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Cc: [email protected]
|
|
|
|
|
|
|
|
|
| |
v2: check types of both operands (Ian)
Cc: [email protected]
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108012
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
>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]>
|
|
|
|
|
| |
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
do_assignment validated assigment but when rhs type was not compatible
it proceeded without issues and returned error_emitted = false.
On the other hand process_initializer expected do_assignment to always
return compatible type and never fail.
As a result when variable was initialized with incompatible type
the type of variable changed to the incompatible one.
This manifested in unnecessary error messages and in one case in crash.
Example GLSL:
vec4 tmp = vec2(0.0);
tmp.z -= 1.0;
Past error messages:
initializer of type vec2 cannot be assigned to variable of type vec4
invalid swizzle / mask `z'
type mismatch
operands to arithmetic operators must be numeric
After this patch:
initializer of type vec2 cannot be assigned to variable of type vec4
In the other case when we initialize variable with incompatible struct,
accessing variable's field leaded to a crash. Example:
uniform struct {float field;} data;
...
vec4 tmp = data;
tmp.x -= 1.0;
After the patch there is only error line without a crash:
initializer of type #anon_struct cannot be assigned to variable of
type vec4
Signed-off-by: Danylo Piliaiev <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107547
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It was very inconsistently handled; the only things that made use of it
were glsl_to_nir, glspirv, and nir_gather_info. In particular,
nir_lower_io completely ignored it so anyone using nir_lower_io on
64-bit vertex attributes was going to be in for a shock. Also, as of
the previous commit, it's set by every driver that supports 64-bit
vertex attributes. There's no longer any reason to have it be an option
so let's just delete it.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously, we had two field in shader_info: double_inputs_read and
double_inputs. Presumably, the one was for all double inputs that are
read and the other is all that exist. However, because nir_gather_info
regenerates these two values, there is a possibility, if a variable gets
deleted, that the value of double_inputs could change over time. This
is a problem because double_inputs is used to remap the input locations
to a two-slot-per-dvec3/4 scheme for i965. If that mapping were to
change between glsl_to_nir and back-end state setup, we would fall over
when trying to map the NIR outputs back onto the GL location space.
This commit changes the way slot re-mapping works. Instead of the
double_inputs field in shader_info, it adds a DualSlotInputs bitfield to
gl_program. By having it in gl_program, we more easily guarantee that
NIR passes won't touch it after it's been set. It also makes more sense
to put it in a GL data structure since it's really a mapping from GL
slots to back-end and/or NIR slots and not really a NIR shader thing.
Tested-by: Alejandro Piñeiro <[email protected]> (ARB_gl_spirv tests)
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If we have something like:
#ifdef NOT_DEFINED
#define A_MACRO(x) \
if (x)
#endif
The # on the #define is not skipped but the define itself is so
this then gets recognised as #if.
Until 28a3731e3f this didn't happen because we ended up in
<HASH>{NONSPACE} where BEGIN INITIAL was called stopping the
problem from happening.
This change makes sure we never call RETURN_TOKEN_NEVER_SKIP for
if/else/endif when processing a define.
Cc: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107772
Tested-By: Eero Tamminen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
| |
With compat creeping up to geometry and tess shaders, lowering texcoord
accesses/writes becomes more complicated. Since it's an optimization
anyways, just avoid the complication for now.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The spec is quite clear this is not allowed:
From Section 4.4. (Layout Qualifiers) of the GLSL 4.60 spec:
"Layout qualifiers can appear in several forms of declaration.
They can appear as part of an interface block definition or
block member, as shown in the grammar in the previous section.
They can also appear with just an interface-qualifier to establish
layouts of other declarations made with that qualifier:
layout-qualifier interface-qualifier ;
Or, they can appear with an individual variable declared with
an interface qualifier:
layout-qualifier interface-qualifier declaration ;"
From Section 4.10 (Memory Qualifiers) of the GLSL 4.60 spec:
"Layout qualifiers cannot be used on formal function parameters,
and layout qualification is not included in parameter matching."
However on the Nvidia binary driver they actually fail to compile
if image function params don't have a layout qualifier. This results
in applications such as No Mans Sky using layout qualifiers on params.
I've submitted a CTS test to expose this problem in the Nvidia driver
but until that is resolved this patch will help Mesa drivers work
around the issue.
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
| |
This fixes compilation of some "No Mans Sky" shaders where the stringification
happens in branches intended for DX12.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This commit expands the current memory access enum to contain the extra
two bits provided for images. We choose to follow the SPIR-V convention
of NonReadable and NonWriteable because readonly implies that you *can*
read so readonly + writeonly doesn't make as much sense as NonReadable +
NonWriteable.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The GLSL spec allows you to set both the "readonly" and "writeonly"
qualifiers on images to indicate that it can only be used with
imageSize. However, we had no way of representing this int he linked
shader and flagged it as GL_READ_ONLY. This is good from a "does it use
this buffer?" perspective but not from a format and access lowering
perspective. By using GL_NONE for if "readonly" and "writeonly" are
both set, we can detect this case in the driver and handle it correctly.
Nothing currently relies on the type of surface in the "readonly" +
"writeonly" case but that's about to change. i965 is the only drier
which uses the ImageAccess field and gl_bindless_image::access is
currently unused.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Instead of requiring 4 components, this allows them to potentially use
fewer. Both the SPIR-V and GLSL paths still generate vec4 intrinsics so
drivers which assume 4 components should be safe. However, we want to
be able to shrink them for i965.
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This extension provides new GLSL built-in function
beginFragmentShaderOrderingIntel() that guarantees
(taking wording of GL_INTEL_fragment_shader_ordering
extension) that any memory transactions issued by
shader invocations from previous primitives mapped to
same xy window coordinates (and same sample when
per-sample shading is active), complete and are visible
to the shader invocation that called
beginFragmentShaderOrderingINTEL().
One advantage of INTEL_fragment_shader_ordering over
ARB_fragment_shader_interlock is that it provides a
function that operates as a memory barrie (instead
of a defining a critcial section) that can be called
under arbitary control flow from any function (in
contrast the begin/end of ARB_fragment_shader_interlock
may only be called once, from main(), under no control
flow.
Signed-off-by: Kevin Rogovin <[email protected]>
Reviewed-by: Plamena Manolova <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
>From Section 4.3.4 (Inputs) of the GLSL 1.50 spec:
"Only the input variables that are actually read need to be written
by the previous stage; it is allowed to have superfluous
declarations of input variables."
Fixes:
* interstage-multiple-shader-objects.shader_test
v2:
Update comment in ir.h since the usage of "used" field
has been extended.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101247
Signed-off-by: Vadym Shovkoplias <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit ae7898dfdbe5c8dab7d11c71862353f1ae43feb0.
Turns out the python scripts are _not_ fully python 3 compatible.
As Ilia reported using get_xmlpool.py with LANG=C produces some weird
output - see the link for details.
Even though the issue was spotted with the autoconf build, it exposes a
genuine problem with the script (and lack of lang handling of the meson
build.)
https://lists.freedesktop.org/archives/mesa-dev/2018-August/203508.html
|
|
|
|
|
|
|
|
|
| |
because the closed driver exposes it.
It's equivalent to ARB_gpu_shader_int64.
In this patch, I did everything the same as we do for ARB_gpu_shader_int64.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
| |
It only contains GLSL changes.
v2: allow the layout qualifier on GLSL <= 1.30
|
|
|
|
| |
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
|
|
|
| |
radeonsi wants to report a different value
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Pretty much all of the scripts are python2+3 compatible.
Check and allow using python3, while adjusting the PYTHON2 refs.
Note:
- python3.4 is used as it's the earliest supported version
- python3 chosen prior to python2
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Eric Engestrom <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Just like the rest of the tree - these should be run either as part of
the build system check target, or at the very least with an explicitly
versioned python executable.
Fixes: db8cd8e3677 ("glcpp/tests: Convert shell scripts to a python script")
Fixes: 97c28cb0823 ("glsl/tests: Convert optimization-test.sh to pure python")
Fixes: 3b52d292273 ("glsl/tests: reimplement warnings-test in python")
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This is a patch from me and a patch from Mathieu Bridon squashed
together.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Mathieu Bridon <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We are testing the behaviour of a tool, for different input files, each
one using a different newline sequence. ('\n' on UNIX, '\r\n' on
Windows, …)
Unfortunately, when opening a file in text mode, Python 3 will by
default enable the "universal newlines" mode, which means it replaces
all the known newline sequences by '\n'.
This (usually useful) behaviour breaks the tests, which are specifically
trying to handle files with newline sequences different from '\n'.
Disabling the universal newlines mode fixes the tests.
However, to keep the script compatible with both Python 2 and 3, we must
use the io.open() function instead of the open() builtin, as the latter
only knows about the `newline` argument on Python 3.
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Python 3 does not automatically convert from bytes to unicode strings
like Python 2 used to do.
This commit makes sure we pass unicode strings to difflib.unified_diff,
so that the script works on both Python 2 and 3.
Reviewed-by: Dylan Baker <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
v2: - explicitly decode the output of subprocesses
- handle bytes and string types consistently rather than relying on
python 2's coercion for bytes and ignoring them in python 3
v3: - explicitly set encode as well as decode
- python 2.7 and 3.x `bytes` instead of defining an alias
Reviewed-by: Mathieu Bridon <[email protected]>
|
|
|
|
|
|
|
|
| |
The main purpose for having NV_fragment_shader_interlock
extension is because that extension is also for GLES31 while
the ARB extension is for GL only.
Reviewed-by: Plamena Manolova <[email protected]>
|