| Commit message (Collapse) | Author | Age | Files | Lines |
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Using 4, as it is the default value on mesa. See mesa/main/config.h
and the following commit that introduced the value:
15ac66e331abdab12e882d80a6b4f647bc905298
Reviewed-by: Ian Romanick <[email protected]>
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ARB_transform_feedback3 sets a minimum of 1, ARB_gpu_shader5 a minimum
of 4. It shouldn't matter too much, so choosing the later.
Reviewed-by: Ian Romanick <[email protected]>
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Used to handle how many ubo you can define on the context. Minimimum
defined as 36 on ARB_uniform_buffer_object spec, up to 84 on OpenGL
4.6 (12 per stage at each moment).
Reviewed-by: Ian Romanick <[email protected]>
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Every now and then I execute the standalone compiler, get the
non-version error, and need to remember what I'm doing wrong
Reviewed-by: Ian Romanick <[email protected]>
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This fixes a varying packing issue when using transform feedback in
GL_SEPARATE_ATTRIBS mode. By time we get to linking, we already
know that the number of feedback attributes is under the
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS limit so packing isn't
as critical. In fact, packing/splitting vec3 attributes can cause
trouble because splitting effectively creates another TFB output
which can exceed device limits. So, disable vec3 packing when it's
not needed to avoid that issue.
Fixes the Piglit ext_transform_feedback-separate test on VMware
driver.
Reviewed-by: Timothy Arceri <[email protected]>
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Handle comparing the packing class using the same method as we do
for var->data.is_xfb_only
Reviewed-by: Timothy Arceri <[email protected]>
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And change *components to components[] as a reminder that it's an array.
Reviewed-by: Timothy Arceri <[email protected]>
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In some cases, I think loop code is easier to read without continue
statements.
Reviewed-by: Timothy Arceri <[email protected]>
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The mix of bitwise operators with * and + to compute the packing_class
values was a little weird. Just use bitwise ops instead.
v2: add assertion to make sure interpolation bits fit without collision,
per Timothy. Basically, rewrite function to be simpler.
Reviewed-by: Timothy Arceri <[email protected]>
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The use of break/continue was kind of weird/confusing.
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed by: Timothy Arceri <[email protected]>
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The ARB_get_program_binary extension requires that uniform values in a
program be restored to their initial value just after linking.
This patch saves off the initial values just after linking. When the
program is restored by glProgramBinary, we can use this to copy the
initial value of uniforms into UniformDataSlots.
V2 (Timothy Arceri):
- Store UniformDataDefaults only when serializing GLSL as this
is what we want for both disk cache and ARB_get_program_binary.
This saves us having to come back later and reset the Uniforms
on program binary restores.
Signed-off-by: Timothy Arceri <[email protected]>
Signed-off-by: Jordan Justen <[email protected]> (v1)
Reviewed-by: Tapani Pälli <[email protected]>
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This will allow us to use the program serialization to implement
ARB_get_program_binary.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This fixes a crash in:
KHR-GL45.enhanced_layouts.xfb_block_stride
Fixes: 0822517936d4 "glsl: add helper to process xfb qualifiers during linking"
Reviewed-by: Kenneth Graunke <[email protected]>
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nir_type_conversion enables new operations to handle rounding modes to
convert to fp16 values. Two new opcodes are enabled nir_op_f2f16_rtne
and nir_op_f2f16_rtz.
The undefined behaviour doesn't has any effect and uses the original
nir_op_f2f16 operation.
v2: Indentation fixed (Jason Ekstrand)
v3: Use explicit case for undefined rounding and assert if
rounding mode is used for non 16-bit float conversions
(Jason Ekstrand)
Reviewed-by: Jason Ekstrand <[email protected]>
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Adds new INT16, UINT16 and FLOAT16 base types.
The corresponding GL types for half floats were reused from the
AMD_gpu_shader_half_float extension. The int16 and uint16 types come from
NV_gpu_shader_5 extension.
This adds the builtins and the lexer support.
To avoid a bunch of warnings due to cases not handled in switch, the
new types have been added to a few places using same behavior as
their 32-bit counterparts, except for a few trivial cases where they are
already handled properly. Subsequent patches in this set will provide
correct 16-bit implementations when needed.
v2: * Use FLOAT16 instead of HALF_FLOAT as name of the base type.
* Removed float16_t from builtin types.
* Don't copy 16-bit types as if they were 32-bit values in
copy_constant_to_storage().
* Use get_scalar_type() instead of adding a new custom switch
statement.
(Jason Ekstrand)
v3: Use GL_FLOAT16_NV instead of GL_HALF_FLOAT for consistency
(Ilia Mirkin)
v4: Add missing 16-bit base types support in glsl_to_nir (Eduardo Lima).
v5: Fix coding style (Topi Poholainen).
Signed-off-by: Jose Maria Casanova Crespo <[email protected]>
Signed-off-by: Eduardo Lima <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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an array
We validate that the interface block array type's definition matches.
However, previously, the function could be called if an non-array
interface block has different type definitions -for example, when the
precision qualifier differs in a GLSL ES shader, we would create two
different types-, and it would return invalid as both definitions are
non-arrays.
We fix this by specifying that at least one definition should be an
array to call the validation.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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They might mismatch due to the two shaders using different GLSL
versions, and that's ok in desktop GL. In ES, precision qualifiers
don't need to match.
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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spotExponent and spotCosCutoff were swapped in the
gl_builtin_uniform_element struct.
Now the order matches across gl_builtin_uniform_element,
glsl_struct_field and the spec.
Reviewed-by: Brian Paul <[email protected]>
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This fixes issues seen with certain versions of Unreal Engine 4 editor
and games built with that using GLSL 4.30.
v2: add driinfo_gallium change (Emil Velikov)
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97852
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103801
Acked-by: Andres Gomez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is more inline with what the functions name suggests it should
do, and makes the code much easier to follow.
This will also make adding uniform packing support much simpler.
Reviewed-by: Nicolai Hähnle <[email protected]>
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driver_cache_blob was introduced with the i965 disk cache, it allows
us to simplify the cache a little and possibly offers some minor
speed improvements since we load the GLSL metadata and TGSI from
disk in one pass.
Using driver_cache_blob should also make it straight forward to
implement binary support for ARB_get_program_binary in gallium.
Reviewed-by: Marek Olšák <[email protected]>
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Signed-off-by: Mun Gwan-gyeong <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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generate_array_index fails to check whether the target of a subroutine
call exists in the AST, potentially passing around null ir_rvalue
pointers eventuating in abort/segfault.
Fixes: fd01840c0bd3 ("glsl: add AoA support to subroutines")
Reviewed-by: Timothy Arceri <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100438
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This is what we do in the condition too, so it makes sense.
v2: Only compute without_array() once (Ilia).
Reviewed-by: Ilia Mirkin <[email protected]>
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This will be used by gallium drivers.
Reviewed-by: Marek Olšák <[email protected]>
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According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs:
"To force all output variables to be invariant, use the pragma
#pragma STDGL invariant(all)
before all declarations in a shader."
Notably, this is only supposed to affect output variables. Furthermore,
"Only variables output from a shader can be candidates for invariance."
It looks like this has been wrong since we first supported the pragma in
2011 (commit 86b4398cd158024f6be9fa830554a11c2a7ebe0c).
Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment.
v2: Now that all cases are identical (other than compute shaders, which
have no output variables anyway), we can drop the switch statement
entirely. We also don't need the current_function == NULL check;
this was a hold over from when we had a single var_mode_out for both
function parameters and shader varyings, in the bad old days.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The GL spec will soon be revised to clarify that a buffer binding for
a transform feedback buffer is only required if a variable is actually
defined to use the buffer binding point. Previously a declaration for
the default transform buffer would make it require a binding even if
nothing was declared to use the default buffer.
Affects:
KHR-GL44/45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL44/45.enhanced_layouts.xfb_stride_of_empty_list_and_api
Reviewed-by: Nicolai Hähnle <[email protected]>
Cc: [email protected]
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I think it's more clear to only call emit_access once. The only
difference between the two calls is the value of size_mul used for the
offset parameter... but you really have to look at it to be sure.
The s/is_64bit/is_double/ change is because there are no int64_t or
uint64_t matrix types.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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I was going to squash this with the previous commit, but there's a lot
of churn in that commit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Without this, the SPIR-V generator has to deal with a bunch of junk
like:
(swiz z (swiz xxx (swiz x (var_ref packed:binormal.z,light_dir))))
It seems better to cull that stuff out than to add code to deal with
it. The problem is the way swizzles to and from scalars have to be
handled in SPIR-V.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: <[email protected]>
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If there is a long sequence of swizzled swizzles, compact all of them
down to a single swizzle.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: <[email protected]>
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I could not find any remaining users.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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glsl/lower_shared_reference.cpp: In member function ‘virtual void
{anonymous}::lower_shared_reference_visitor::insert_buffer_access(void*,
ir_dereference*, const glsl_type*, ir_rvalue*, unsigned int, int)’:
glsl/lower_shared_reference.cpp:244:58: warning: unused parameter
‘channel’ [-Wunused-parameter]
int channel)
^~~~~~~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.
Cc: "17.2 17.3" <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes compiling the optional standalone glsl compiler.
Reported-by: DrNick (on irc)
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-and-Tested-by: Eric Engestrom <[email protected]>
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Fixes: 94d669b0d2f ("glsl: enforce fragment shader input restrictions in
GLSL ES 3.10")
Signed-off-by: Andreas Boll <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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This patch is mostly a patch done by Ilia Mirkin.
It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.
v2: fix locations for TCS/TES/GS inputs and outputs (Ilia)
CC: Ilia Mirkin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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This way they can return either a uvec4 or a uint64_t. At the moment,
this is a no-op since we still always return a uint64_t.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.
Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eliminated.
The problem affects a big number of applications using Cocos2D engine
and other GLES implementations accept this, this poses a serious
application compatibility issue.
Starting from GLSL ES 3.0, declarations with conflicting precision
qualifiers are explicitly prohibited. However GLSL ES 1.00 does not
clearly specify the behavior, except that
"Uniforms are defined to behave as if they are using the same storage in
the vertex and fragment processors and may be implemented this way.
If uniforms are used in both the vertex and fragment shaders, developers
should be warned if the precisions are different. Conversion of
precision should never be implicit."
The word "used" is not clear in this context and might refer to
1) declared (same as GLES 3.x)
2) referred after post-processing, or
3) linked after all optimizations are done.
Looking at existing applications, 2) or 3) seems to be widely adopted.
To avoid compatibility issues, turn the error into a warning if GLSL ES
version is lower than 3.0 and the data is dead in at least one of the
shaders.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532
Signed-off-by: Tomasz Figa <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The dynamic index of a vector (not array!) is lowered to a sequence of
conditional assignments. However, the interpolate_at_* expressions
require that the interpolant is an l-value of a shader input.
So instead of doing conditional assignments of parts of the shader input
and then interpolating that (which is nonsensical), we interpolate the
entire shader input and then do conditional assignments of the interpolated
result.
Reviewed-by: Timothy Arceri <[email protected]>
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The intended rule has been clarified in GLSL 4.60, Section 8.13.2
(Interpolation Functions):
"For all of the interpolation functions, interpolant must be an l-value
from an in declaration; this can include a variable, a block or
structure member, an array element, or some combination of these.
Component selection operators (e.g., .xy) may be used when specifying
interpolant."
For members of interface blocks, var->data.must_be_shader_input must be
determined on-the-fly after lowering interface blocks, since we don't want
to disable varying packing for an entire block just because one input in it
is used in interpolateAt*.
v2: keep setting must_be_shader_input in ast_function (Ian)
v3: follow the relaxed rule of GLSL 4.60
v4: only apply the relaxed rules to desktop GL
(the ES WG decided that the relaxed rules may apply in a future version
but not retroactively; see also
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.*)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101378
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes many GL 4.5 CTS blend tests, such as:
* GL45-CTS.blend_equation_advanced.extension_directive_enable
* GL45-CTS.blend_equation_advanced.extension_directive_warn
* GL45-CTS.blend_equation_advanced.blend_all.GL_MULTIPLY_KHR_all_qualifier
* GL45-CTS.blend_equation_advanced.blend_specific.GL_COLORBURN_KHR
v2:
* Directly save the BlendSupport field to avoid potentially including
a pointer in the future in the structure is updated. (tarceri)
Cc: Timothy Arceri <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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