| Commit message (Collapse) | Author | Age | Files | Lines |
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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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CC glsl/tests/cache_test.o
glsl/tests/cache_test.c: In function ‘test_cache_create’:
glsl/tests/cache_test.c:160:4: error: implicit declaration of function ‘cache_destroy’ [-Werror=implicit-function-declaration]
cache_destroy(cache);
^
Fixes: 87ab26b2ab35 ("glsl: Add initial functions to implement an on-disk cache")
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.get_error.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.log.atomic_counter.atomic_precision
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98131
Reviewed-by: Kenneth Graunke <[email protected]>
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Changes make copy_propagation_elements pass faster, reducing link
time spent in test case of bug 94477. Does not fix the actual issue
but brings down the total time. No regressions seen in CI.
v2 (idr): Formatting / whitespace fixes. Embed the acp_ref in the
acp_entry.
v3 (idr): Delete unused copy constructor. Use while(pop_head) instead
of foreach() { remove }.
Signed-off-by: Tapani Pälli <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Aaron Watry <[email protected]>
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v2: - only add it if the ext is enabled (Ilia)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Compute shaders can now include a fixed local size as defined by
ARB_compute_shader or a variable size as defined by
ARB_compute_variable_group_size.
v2: - update formatting spec quotations (Ian)
- various cosmetic changes (Ian)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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The ARB_compute_variable_group_size specification explains that
when a compute shader includes both a fixed and a variable local
size, a compile-time error occurs.
v2: - update formatting spec quotations (Ian)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This is the new layout qualifier introduced by
ARB_compute_variable_group_size which allows to use a variable work
group size.
v4: - add missing '%s' in the monster format string
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[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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Seems the last user of this was removed in 08bc74e69.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Delete some stray debug code notice by Iago.
v3: Massive rebase on new ir_function_signature::intrinsic_id mechanism.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]> [v1]
Acked-by: Ilia Mirkin <[email protected]>
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Just generate an __intrinsic_atomic_add with a negated parameter.
Some background on the non-obvious reasons for the the big change to
builtin_builder::call()... this is cribbed from some discussion with
Ilia on mesa-dev.
Why change builtin_builder::call() to allow taking dereferences and
create them here rather than just feeding in the ir_variables directly?
The problem is the neg_data ir_variable node would have to be in two
lists at the same time: the instruction stream and parameters. The
ir_variable node is automatically added to the instruction stream by the
call to make_temp. Restructuring the code so that the ir_variables
could be in parameters then move them to the instruction stream would
have been pretty terrible.
ir_call in the instruction stream has an exec_list that contains
ir_dereference_variable nodes.
The builtin_builder::call method previously took an exec_list of
ir_variables and created a list of ir_dereference_variable. All of the
original users of that method wanted to make a function call using
exactly the set of parameters passed to the built-in function (i.e.,
call __intrinsic_atomic_add using the parameters to atomicAdd). For
these users, the list of ir_variables already existed: the list of
parameters in the built-in function signature.
This new caller doesn't do that. It wants to call a function with a
parameter from the function and a value calculated in the function. So,
I changed builtin_builder::call to take a list that could either be a
list of ir_variable or a list of ir_dereference_variable. In the former
case it behaves just as it previously did. In the latter case, it uses
(and removes from the input list) the ir_dereference_variable nodes
instead of creating new ones.
text data bss dec hex filename
6036395 283160 28608 6348163 60dd83 lib64/i965_dri.so before
6036923 283160 28608 6348691 60df93 lib64/i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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text data bss dec hex filename
6036491 283160 28608 6348259 60dde3 lib64/i965_dri.so before
6036395 283160 28608 6348163 60dd83 lib64/i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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This necessetated renaming the is_intrinsic field to _is_intrinsic. The
next commit will remove the field.
text data bss dec hex filename
6036507 283160 28608 6348275 60ddf3 lib64/i965_dri.so before
6036491 283160 28608 6348259 60dde3 lib64/i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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text data bss dec hex filename
6038043 283160 28608 6349811 60e3f3 lib64/i965_dri.so before
6036507 283160 28608 6348275 60ddf3 lib64/i965_dri.so after
v2: s/ir_intrinsic_atomic_sub/ir_intrinsic_atomic_counter_sub/. Noticed
by Ilia.
v3: Silence unhandled enum in switch warnings in st_glsl_to_tgsi.
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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text data bss dec hex filename
6037483 283160 28608 6349251 60e1c3 lib64/i965_dri.so before
6038043 283160 28608 6349811 60e3f3 lib64/i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Ilia Mirkin <[email protected]>
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st_glsl_to_tgsi only calls lower_instructions once (instead of in a
loop), so the ir_binop_carry generated would not get lowered. Fixes
assertion failure
state_tracker/st_glsl_to_tgsi.cpp:2265: void glsl_to_tgsi_visitor::visit_expression(ir_expression*, st_src_reg*): Assertion `!"Invalid ir opcode in glsl_to_tgsi_visitor::visit()"' failed.
on softpipe in 16 piglit tests:
mesa_shader_integer_functions/execution/built-in-functions/fs-imulExtended-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-imulExtended-only-msb-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-imulExtended-only-msb.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-imulExtended.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-umulExtended-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-umulExtended-only-msb-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-umulExtended-only-msb.shader_test
mesa_shader_integer_functions/execution/built-in-functions/fs-umulExtended.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-imulExtended-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-imulExtended-only-msb-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-imulExtended-only-msb.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-imulExtended.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-umulExtended-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-umulExtended-only-msb-nonuniform.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-umulExtended-only-msb.shader_test
mesa_shader_integer_functions/execution/built-in-functions/vs-umulExtended.shader_test
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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Acked-by: Dave Airlie <[email protected]>
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This code provides for an on-disk cache of objects. Objects are stored
and retrieved via names that are arbitrary 20-byte sequences,
(intended to be SHA-1 hashes of something identifying for the
content). The directory used for the cache can be specified by means
of environment variables in the following priority order:
$MESA_GLSL_CACHE_DIR
$XDG_CACHE_HOME/mesa
<user-home-directory>/.cache/mesa
By default the cache will be limited to a maximum size of 1GB. The
environment variable:
$MESA_GLSL_CACHE_MAX_SIZE
can be set (at the time of GL context creation) to choose some other
size. This variable is a number that can optionally be followed by
'K', 'M', or 'G' to select a size in kilobytes, megabytes, or
gigabytes. By default, an unadorned value will be interpreted as
gigabytes.
The cache will be entirely disabled at runtime if the variable
MESA_GLSL_CACHE_DISABLE is set at the time of GL context creation.
Many thanks to Kristian Høgsberg <[email protected]> for the initial
implementation of code that led to this patch. In particular, the idea
of using an mmapped file, (indexed by a portion of the SHA-1), for the
efficent implementation of cache_has_key was entirely his
idea. Kristian also provided some very helpful advice in discussions
regarding various race conditions to be avoided in this code.
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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At this point in the code, s must be visit_continue. If the child
returned visit_stop, visit_stop is the only correct thing to return.
Found by inspection.
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]>
Reviewed-by: Kenneth Graunke <[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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max_unroll_iterations was moved into options a long, long time ago.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Eric Engestrom <[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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This makes link_assign_uniform_locations() easier to follow.
Reviewed-by: Kenneth Graunke <[email protected]>
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Otherwise we can end up with mismatching names between the cached
binary and the cached metadata.
Reviewed-by: Kenneth Graunke <[email protected]>
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As part of the shader-cache work an upcoming change will add new
references to _mesa_add_parameter and _mesa_new_parameter_list from
the glsl code. To prepare for that, and to allow the standalone
glsl_compiler to still link, here we add mesa/program/prog_parameter.c
to the libglsl_util sources.
Then, in order to get *that* to work, we also add to stubs to
standalone_scaffolding:
_mesa_program_state_flags
_mesa_program_state_string
These functions aren't actually used by the two functions in
prog_parameter.c that we are actually calling. They are used in other
functions in the same file. So we don't care what the implementation
of these stubs is, (they won't be called by glsl_compiler). We just
need the stubs present so that it can link.
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This reverts commit f5a6aab4031bc4754756c1773411728ad9a73381.
This broke some tests. It seems gl_transform_feedback_info gets memset
to 0 so we were losing the values in BufferStride before we used them.
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Now that we generate built-in functions inline, there's no need to link
against the built-in shader, and no built-in prototypes to consider.
This lets us delete a bunch of code.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by; Ian Romanick <[email protected]>
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This is now handled directly by ast_function.cpp.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by; Ian Romanick <[email protected]>
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In the past, we imported the prototypes of built-in functions, generated
calls to those, and waited until link time to resolve the calls and
import the actual code for the built-in functions.
This severely limited our compile-time optimization opportunities: even
trivial functions like dot() were represented as function calls. We
also had no way of reasoning about those calls; they could have been
1,000 line functions with side-effects for all we knew.
Practically all built-in functions are trivial translations to
ir_expression opcodes, so it makes sense to just generate those inline.
Since we eventually inline all functions anyway, we may as well just do
it for all built-in functions.
There's only one snag: built-in functions that refer to built-in global
variables need those remapped to the variables in the shader being
compiled, rather than the ones in the built-in shader. Currently,
ftransform() is the only function matching those criteria, so it seemed
easier to just make it a special case.
On Skylake:
total instructions in shared programs: 12023491 -> 12024010 (0.00%)
instructions in affected programs: 77595 -> 78114 (0.67%)
helped: 97
HURT: 309
total cycles in shared programs: 137239044 -> 137295498 (0.04%)
cycles in affected programs: 16714026 -> 16770480 (0.34%)
helped: 4663
HURT: 4923
while these statistics are in the wrong direction, the number of
hurt programs is small (309 / 41282 = 0.75%), and I don't think
anything can be done about it. A change like this significantly
alters the order in which optimizations are performed.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by; Ian Romanick <[email protected]>
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We want to check prior to optimization - otherwise we might fail to
detect cases where barrier() is in control flow which is always taken
(and therefore gets optimized away).
We don't currently loop unroll if there are function calls inside;
otherwise we might have a problem detecting barrier() in loops that
get unrolled as well.
Tapani's switch handling code adds a loop around switch statements, so
even with the mess of if ladders, we'll properly reject it.
Enforcing these rules at compile time makes more sense more sense than
link time. Doing it at ast-to-hir time (rather than as an IR pass)
allows us to emit an error message with proper line numbers.
(Otherwise, I would have preferred the IR pass...)
Fixes spec/arb_tessellation_shader/compiler/barrier-switch-always.tesc.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by; Ian Romanick <[email protected]>
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It makes more sense to have this here where we store the other values
from xfb qualifiers. The struct it was previously part of is now only
used to store values that come from the api.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The expectation is that drivers will set this based on
OES_geometry_shader and ARB_viewport_array support. This is a separate
enable on the same reasoning as for OES_texture_cube_map_array.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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This extension is a combination of AMD_vertex_shader_viewport_index and
AMD_vertex_shader_layer, making it rather trivial to implement.
For gallium I *think* this needs a new cap because of the addition of
support in tessellation evaluation shaders, and since I don't have any
hardware to test it on, I've left that for someone else to wire up.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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