| Commit message (Collapse) | Author | Age | Files | Lines |
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v2: Revert the unreachable to assert in
parcel_out_uniform_storage::visit_field. Suggested by Ilia.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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It was not obvious from the just the .h file what the hash table
contained. It was also not obvious that get_variable_entry would create
a new entry in the hash table.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From the manpage of asprintf:
"If memory allocation wasn't possible, or some other error occurs,
these functions will return -1, and the contents of strp are
undefined."
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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When a UBO reference has the form block_name.foo where block_name refers
to a block where the first member has a non-zero offset, the base offset
was incorrectly added to the reference.
Fixes an assertion triggered in debug builds by
GL45-CTS.enhanced_layouts.uniform_block_layout_qualifier_conflict. That test
doesn't properly check for correct execution in this case, so I am also
going to send out a piglit test.
Cc: 13.0 <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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At link time, we resolve the size of implicitly sized arrays.
When doing so, we update the type of the ir_variables. However,
we neglected to update the type of ir_dereference nodes which
reference those variables.
It turns out array_resize_visitor (for GS/TCS/TES interface array
handling) already did 2/3 of the cases for this, so we can simply
refactor the code and reuse it.
This fixes:
GL45-CTS.shader_storage_buffer_object.basic-syntax
GL45-CTS.shader_storage_buffer_object.basic-syntaxSSO
which have an SSBO containing an implicitly sized array, followed
by some other members. setup_buffer_access uses the dereference
types to compute offsets to fields, and it had a stale type where
the implicitly sized array's length was still 0 instead of the
actual length.
While we're here, we can also fix update_array_sizes to properly
update deref types as well, fixing a FINISHME from 2010.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[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 is required when an out argument involves an array index that is either
a global variable modified by the function or another out argument in the
same function call.
Fixes the shaders/out-parameter-indexing/vs-inout-index-inout-* tests.
v2:
- modify the ir_dereference_array nodes in place
- use ir_hierarchical_visitor
v3: use base_ir (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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no ralloc_free occurences
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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v2: cosmetic changes
Tested-by: Edmondo Tommasina <[email protected]> (v1)
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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No change in behavior. ralloc_size is equivalent to rzalloc_size.
That will change though.
Calls not switched to rzalloc_size:
- ralloc_vasprintf
- glsl_type::name allocation (it's filled with snprintf)
- C++ classes where valgrind didn't show uninitialized values
I switched most of non-glsl stuff to rzalloc without checking whether
it's really needed.
Reviewed-by: Edward O'Callaghan <[email protected]>
Tested-by: Edmondo Tommasina <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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this fixes some of the regressions with
"ralloc: remove memset from ralloc_size"
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Switch to use memory allocations which zero memory for places
where needed.
v2: modify and rebase on top of Marek's series (Tapani)
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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When blending with GL_COLORBURN_KHR and these colors:
dst = <0.372549027, 0.372549027, 0.372549027, 0.372549027>
src = <0.09375, 0.046875, 0.0, 0.375>
the normalized dst value became 0.99999994 (due to precision problems
in the floating point divide of rgb by alpha). This caused the color
burn equation to fail the dst >= 1.0 comparison. The blue channel would
then fall through to the dst < 1.0 && src >= 0 comparison, which was
true, since src.b == 0. This produced a factor of 0.0 instead of 1.0.
This is an inherent numerical instability in the color burn and dodge
equations - depending on the precision of alpha scaling, the value can
be either 0.0 or 1.0. Technically, GLSL floating point division doesn't
even guarantee that 0.372549027 / 0.372549027 = 1.0. So arguably, the
CTS should allow either value. I've filed a bug at Khronos for further
discussion (linked below).
In the meantime, this patch improves the precision of alpha scaling by
replacing the division with (rgb == alpha ? 1.0 : rgb / alpha). We may
not need this long term, but for now, it fixes the following CTS tests:
ES31-CTS.blend_equation_advanced.blend_specific.GL_COLORBURN_KHR
ES31-CTS.blend_equation_advanced.blend_all.GL_COLORBURN_KHR_all_qualifier
Cc: [email protected]
Cc: [email protected]
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16042
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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SSO validation and other program interface queries want to see that
unsized (non-patch) TCS output/TES input arrays are implicitly sized
to gl_MaxPatchVertices.
By the time we create the program resource lists, we've sized the arrays
to their actual size. (We try to create TCS output arrays to match the
output patch size right away, and at this point, we should have shrunk
TES input arrays.) One option would be to keep them sized to
gl_MaxPatchVertices, and defer shrinking them. But that's a big change,
and I don't think it's a good idea.
Instead, this patch introduces a new ir_variable flag which indicates
the variable is implicitly to gl_MaxPatchVertices. Then, the linker
munges the types when creating the resource list, ignoring the size
in the IR's types. Basically, lie about it for resource queries.
It's ugly, but I think it ought to work.
We probably could use var->data.implicit_sized_array for this, but
I opted for a separate bit to try and avoid convoluting the existing
SSBO handling. They're similar in concept, but share none of the
same code...
Fixes:
ES31-CTS.core.tessellation_shader.single.xfb_captures_data_from_correct_stage
and the ES32-CTS and ESEXT-CTS variants.
v2: Add a comment (requested by Timothy, written by me).
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The next commit will use this in add_shader_variable - this just
separates out some of the mechanical changes for easier review.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Default precision qualifier for a data type could be set several times
inside a shader. This patch allows to update the default precision
qualifier for the given type that is saved in the symbol table.
If it is not in the symbol table, just add it.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97804
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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And set system values read directly in shader_info.
st/mesa changes where:
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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And set outputs written directly in shader_info.
st/mesa changes where:
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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And set set inputs_read directly in shader_info.
To avoid regressions between changes this change is a squashed
version of the following patches.
st/mesa changes where:
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Note we access shader_info from the program struct rather than the
nir_shader pointer because shader cache won't create a nir_shader.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.
We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()
Reviewed-by: Jason Ekstrand <[email protected]>
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And use this field as the source for shader info in the nir_shader
this will allow us to set some of these fields from GLSL directly.
It will also simplify restoring from shader cache and allow the
removal of duplicate fields from GLSL.
Reviewed-by: Jason Ekstrand <[email protected]>
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When restoring something from shader cache we won't have and don't
want to create a nir_shader this change detaches the two.
There are other advantages such as being able to reuse the
shader info populated by GLSL IR.
Reviewed-by: Jason Ekstrand <[email protected]>
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So far we have been checking that interface block definitions had matching
matrix layouts by comparing the definitions of their fields, however, this
does not cover the case where the interface blocks are defined with
mismatching matrix layouts but don't define any field with a matrix type.
In this case Mesa will not fail to link because none of the fields will
inherit the mismatching layout qualifier.
This patch fixes the problem in the same way we fixed it for packing layout
information: we add the the layout information to the interface type and then
we check it matches during the uniform block linking process.
v2: Fix unit tests so they pass the new parameter to
glsl_type::get_interface_instance()
Fixes:
dEQP-GLES31.functional.shaders.linkage.uniform.block.layout_qualifier_mismatch_3
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98245
Reviewed-by: Nicolai Hähnle <[email protected]> (v1)
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Namespace support seems to have been unused for a very long time.
Previously the hash table entry was never removed and the symbol name
wasn't freed until the symbol table was destroyed.
In theory this could reduced the number of times we need to copy a string
as duplicate names are reused. However in practice there is likely only a
limited number of symbols that are the same and this is likely to cause
other less than optimal behaviour such as the hash_table continuously
growing.
Along with dropping namespace support this change removes entries from
the hash table as they become unused.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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block members
It is specific only to GLSL ES 3.1. From the spec, section 4.3.9
"Interface Blocks":
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types and the same sequence of member names, as well as
having the same qualification as specified in section 9.2 (“Matching
of Qualifiers“)."
But in GLSL ES 3.0 and 3.2, it is the opposite:
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types, precisions and the same sequence of member names,
as well as having the matching member-wise layout qualification as
defined in section 9.2 (“Matching of Qualifiers”)."
Fixes:
dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98243
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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After the changes in comit 5b2675093e863a52, we moved this check to the
linker, but the spec expects this to be checked at compile-time. There are
dEQP tests that expect an error at compile time and the spec seems to confirm
that expectation:
"Except for the last declared member of a shader storage block (section 4.3.9
“Interface Blocks”), the size of an array must be declared (explicitly sized)
before it is indexed with anything other than an integral constant expression.
The size of any array must be declared before passing it as an argument to a
function. Violation of any of these rules result in compile-time errors. It
is legal to declare an array without a size (unsized) and then later
redeclare the same name as an array of the same type and specify a size, or
index it only with integral constant expressions (implicitly sized)."
Commit 5b2675093e863a52 tries to take care of the case where we have implicitly
sized arrays in SSBOs and it does so by checking the max_array_access field
in ir_variable during linking. In this patch we change the approach: we look
for indirect access on SSBO arrays, and when we find one, we emit a
compile-time error if the accessed member is not the last in the SSBO
definition.
There is a corner case that the specs do not address directly though and that
dEQP checks for: the case of an unsized array in an SSBO definition that is
not defined last but is never used in the shader code either. The following
dEQP tests expect a compile-time error in this scenario:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
However, since the unsized array is never used it is never indexed with a
non-constant expression, so by the spec quotation above, it should be valid and
the tests are probably incorrect.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Once upon a time, this was used to extract prototypes from the shader
containing GLSL built-in functions. This was removed by f5692f45 in
November 2010 for Mesa 7.10.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Generally, we only check for the presence of compute shaders during
parsing when we find any language (like layout qualifiers) that are
specific to compute shaders, however, it is possible to define an
empty compute shader does not use any language specific to compute
shaders at all and we should fail the compilation anyway. dEQP checks
this.
This patch adds a check for compute shader availability after we have
parsed the source code. At this point we know the effective GLSL version
and also extensions enabled in the shader.
Fixes a subcase of the following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
The tests still fail because there is one more subcase that fails that needs
another fix.
Reviewed-by: Timothy Arceri <[email protected]>
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This has apparently never existed in GLSL ES.
Fixes dEQP-GLES3.functional.shaders.texture_functions.invalid
.textureoffset_sampler2darrayshadow_vec4_ivec2_vertex and
.textureoffset_sampler2darrayshadow_vec4_ivec2_fragment
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98244
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Several conformance tests violate this requirement:
ES31-CTS.core.tessellation_shader.max_patch_vertices
ES31-CTS.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through
I submitted a merge request to fix the conformance tests, but Khronos
opted to drop this GLSL ES specific requirement in favor of making flat
qualification of VS outputs optional, matching modern desktop GL.
Note that there were 7 Piglit tests which enforce this rule:
tests/spec/glsl-es-3.00/compiler/interpolation/qualifiers/*nonflat*
but these were deleted in Piglit commit acc0a2fabbd714bc704c16f1675e7c0.
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=15465#c7
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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