| Commit message (Collapse) | Author | Age | Files | Lines |
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While it produces functioning code the pass creates worse code
for arrays of arrays. See the comment added in this patch for more
detail.
V2: skip splitting of AoA of matrices too.
Reviewed-by: Jason Ekstrand <[email protected]>
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_mesa_glsl_has_builtin_function is used to determine whether any variant
of a builtin are available, for the purpose of enforcing the GLSL ES
3.00+ rule that overloads or overrides of builtins are disallowed.
However the builtin_builder contains information on all builtins,
irrespective of parse state, or versions, or extension enablement. As a
result we would say that a builtin existed even if it was not actually
available.
To resolve this, first check if at least one signature is available for
a builtin before returning true.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101666
Signed-off-by: Ilia Mirkin <[email protected]>
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
Acked-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is convenient for backends that support both Vulkan and OpenGL while
lowering samplers to derefs with nir_lower_samplers_as_deref.
Reviewed-by: Timothy Arceri <[email protected]>
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Undefined data will eventually trigger a valgrind error while computing
its CRC32 while writing it into the disk cache, but at that point, it is
basically impossible to track down where the undefined data came from.
With this change, finding the origin of undefined data becomes easy.
v2: remove duplicate VALGRIND_CFLAGS (Emil)
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.
v2: use rzalloc instead of an explicit padding member variable
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Save some passes over the IR.
v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)
Reviewed-by: Ian Romanick <[email protected]> (v1)
Reviewed-by: Timothy Arceri <[email protected]>
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We always have stage == first and stage == last when first == last, so
drop the special case. Also rephrase the comment to make the logic
clearer.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is helpful in debugging varying assignments.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
v2: do reset only if shaders provide an explicit stride
v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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for finer granularity state flagging
v2: Marek - use a bitmask, add shader cache support
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Trivial
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The current implementation assumed that these were replaced in GLSL >= 4.10
by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both
built-ins should be produced from GLSL 4.10 onwards.
This was raised by new CTS tests that are in development.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This handles a situation like:
layout (bindless_sampler, binding = 7) uniform sampler2D;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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In order to set the explicit binding value for bindless
samplers/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Bindless sampler/image handles are represented using 64-bit
unsigned integers.
The ARB_bindless_texture spec says:
"The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB
if the sampler or image uniform being updated has the "bound_sampler"
or "bound_image" layout qualifier"."
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Struct types are now equal when they're structurally equal.
Reviewed-by: Timothy Arceri <[email protected]>
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Struct types are now equal when they are structurally equal.
Reviewed-by: Timothy Arceri <[email protected]>
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Unnamed struct types are now equal if they have the same field.
Reviewed-by: Timothy Arceri <[email protected]>
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Unnamed struct types are now equal across stages based on the fields they
contain, so overriding the type to make sure names match has become
unnecessary.
The check was originally introduced in commit 955c93dc089f ("glsl: Match
unnamed record types across stages.")
v2: clarify the commit message
Reviewed-by: Timothy Arceri <[email protected]>
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As a result, unnamed structs defined in different places of the program
are considered the same types if they have the same fields in the same
order.
This will simplify matching of global variables whose type is an unnamed
struct.
It also fixes a memory leak when the same shader containing unnamed
structs is compiled over and over again: instead of creating a new type
each time, the existing type is re-used.
Finally, this does have the effect that some previously rejected programs
are now accepted, such as:
struct {
float a;
} s1;
struct {
float a;
} s2;
s2 = s1;
C/C++ do not allow that, but GLSL does seem to want to treat unnamed
structs with the same fields as the same type at least during linking
(and apparently, some applications require it), so it seems odd to treat
them as different types elsewhere.
Reviewed-by: Timothy Arceri <[email protected]>
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We removed the need for lookups, and we will assign them all the same
name in the future.
Reviewed-by: Timothy Arceri <[email protected]>
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This changes the logic during the conversion of the declaration list
struct S {
...
} v;
from AST to IR, but should not change the end result.
When assigning the type of v, instead of looking `S' up in the symbol
table, we read the type from the member variable of ast_struct_specifier.
This change is necessary for the subsequent change to how anonymous types
are handled.
v2: remove a type override when redefining a structure; should be
the same type in that case anyway
Reviewed-by: Timothy Arceri <[email protected]>
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The max_array_access field applies to the first dimension, which means
we only want to set it for the 1D clip dist arrays.
This fixes an ir_validate assert seen with
KHR-GL44.cull_distance.functional
on nouveau and radeon with debug builds.
Fixes: a08c4ebbe (glsl: rewrite clip/cull distance lowering pass)
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Replace -1 with MESA_SHADER_NONE enum value to fix sign related warning:
external/mesa3d/src/compiler/glsl/link_varyings.cpp:1415:25: warning: comparison of constant -1 with expression of type 'gl_shader_stage' is always true [-Wtautological-constant-out-of-range-compare]
(consumer_stage != -1 && consumer_stage != MESA_SHADER_FRAGMENT))) {
~~~~~~~~~~~~~~ ^ ~~
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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With commit f7741985be0234 we have changed some preprocessor
error messages and warnings. Adapt related glcpp tests
expectations accordingly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101336
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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clang gives a warning in blob_overwrite_bytes because offset type is
size_t which is unsigned:
src/compiler/glsl/blob.c:110:15: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
if (offset < 0 || blob->size - offset < to_write)
~~~~~~ ^ ~
Remove the less than 0 check to fix this.
Additionally, if offset is greater than blob->size, the 2nd check would
be false due to unsigned math. Rewrite the check to avoid subtraction.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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GLSL ES spec includes the following:
"It is an error to undefine or to redefine a built-in
(pre-defined) macro name."
But desktop GLSL doesn't. This has sparked some discussion
in Khronos, and the final conclusion was to update the
GLSL 4.50 spec to include the following:
"By convention, all macro names containing two consecutive
underscores ( __ ) are reserved for use by underlying
software layers. Defining or undefining such a name in a
shader does not itself result in an error, but may result
in unintended behaviors that stem from having multiple
definitions of the same name. All macro names prefixed
with “GL_” (“GL” followed by a single underscore) are also
reserved, and defining or undefining such a name results in
a compile-time error."
In other words, undefining GL_* names should be an error, but
undefining other names with a double underscore in them is
not strictly prohibited in desktop GLSL.
This patch fixes the preprocessor to apply these rules,
following exactly the implementation already present
in GLSLang. This fixes some tests in CTS.
Khronos bug:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16003
Fixes:
KHR-GL45.shaders.preprocessor.definitions.undefine_core_profile_vertex
KHR-GL45.shaders.preprocessor.definitions.undefine_core_profile_fragment
Reviewed-by: Samuel Pitoiset <[email protected]>
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Bindless samplers/images are represented with 64-bit unsigned
integers and they can be assigned with explicit constructors.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Memory/format layout qualifiers shouldn't be lost when arrays
of images are splitted by this pass.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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GL_ARB_bindless_texture allows images to be declared inside
structures, but when memory/format qualifiers are used, they
should be propagated when structures are splitted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This handles a situation like:
struct {
layout (r32f) image2D imgs[6];
} s;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This handles a situation like:
struct {
image2D imgs[6];
} s;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Otherwise we'd get progress continually set if we had non 64-bit
versions of these ops.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes this warning:
In file included from ../../../src/compiler/glsl/ir.cpp:25:0:
../../../src/compiler/glsl/ir.h: In constructor 'ir_swizzle::ir_swizzle(ir_rvalue*, ir_swizzle_mask)':
../../../src/compiler/glsl/ir.h:1955:20: warning: 'ir_swizzle::mask' will be initialized after [-Wreorder]
ir_swizzle_mask mask;
^
../../../src/compiler/glsl/ir.h:1954:15: warning: 'ir_rvalue* ir_swizzle::val' [-Wreorder]
ir_rvalue *val;
^
../../../src/compiler/glsl/ir.cpp:1592:1: warning: when initialized here [-Wreorder]
ir_swizzle::ir_swizzle(ir_rvalue *val, ir_swizzle_mask mask)
^
Reviewed-by: Matt Turner <[email protected]>
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This will be used for things such as adding driver specific environment
variables to the key. Allowing us to set environment vars that change
the shader and not have the driver ignore them if it finds existing
shaders in the cache.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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text data bss dec hex filename
7038459 235248 37280 7310987 6f8e8b 32-bit i965_dri.so before
7038227 235248 37280 7310755 6f8da3 32-bit i965_dri.so after
6681438 303400 50608 7035446 6b5a36 64-bit i965_dri.so before
6681254 303400 50608 7035262 6b597e 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Potentially more efficient as it may avoid the struct being initialised
twice.
Also add var to the initialisation list while we are here.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Overwhelming majority of shaders don't use line continuations. In my
shader-db only shaders from the Talos Principle and Serious Sam used
them, less than 1% out of all shaders. Optimize for this case, don't
do any copying if no line continuation was found.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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strcmp() is slow. Initiate comparison with "__LINE__" or "__FILE__"
only if the identifier starts with '_', which is rare.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Conditional on allow_glsl_builtin_variable_redeclaration driconf option.
v2 (Samuel Pitoiset):
- Rename allow_glsl_builtin_redeclaration ->
allow_glsl_builtin_variable_redeclaration
- style: put spaces after 'if'
Signed-off-by: John Brooks <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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When we fallback currently the gl_program objects are re-allocated.
This is likely to change when the i965 cache lands, but for now
this fixes a crash when using MESA_GLSL=cache_fb. This env var
simulates the fallback path taken when a tgsi cache item doesn't
exist due to being evicted previously or some kind of error.
Unlike i965 we are always falling back at link time so it's safe to
just re-allocate everything. We will be unnecessarily freeing and
re-allocate a bunch of things here but it's probably not a huge deal,
and can be changed when the i965 code lands.
Fixes: 0e9991f957e2 ("glsl: don't reference shader prog data during cache fallback")
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2:
- fix copy&paste errors noted by Samuel
- rebase
Reviewed-by: Samuel Pitoiset <[email protected]>
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