| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes a warning with gcc -Wmisleading-indentation.
Acked-by: Matt Turner <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The mode should stay the same as the original struct. In
particular, shared should not be changed to temporary.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Bas Nieuwenhuizen <[email protected]>
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From the GL 4.5 core spec, section 11.1.1 (Vertex Attributes):
"A program with more than the value of MAX_VERTEX_ATTRIBS
active attribute variables may fail to link, unless
device-dependent optimizations are able to make the program
fit within available hardware resources. For the purposes
of this test, attribute variables of the type dvec3, dvec4,
dmat2x3, dmat2x4, dmat3, dmat3x4, dmat4x3, and dmat4 may
count as consuming twice as many attributes as equivalent
single-precision types. While these types use the same number
of generic attributes as their single-precision equivalents,
implementations are permitted to consume two single-precision
vectors of internal storage for each three- or four-component
double-precision vector."
This commits makes dvec3, dvec4, dmat2x3, dmat2x4, dmat3, dmat3x4,
dmat4x3 and dmat4 consume twice as many attributes as equivalent
single-precision types.
v3: count doubles as consuming two attributes (Dave Airlie)
v4: make reference to spec (Michael Schellenberger Costa)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Antia Puentes <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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For geometry/compute inputs and tess control outputs, we create
an AST node to keep track of some things. However if we have
multiple layout sections, we don't ever link the node into the AST.
This is because we create the node on the rightmost layout declaration
and don't pass it back in so it gets linked at the end of the parsing
of the rightmost.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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GLSL 4.20 allows overriding the layout qualifiers.
This helps fix:
GL45-CTS.shading_language_420pack.qualifier_override_layout
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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The code didn't deal with explicit function indexes properly.
It also handed out the indexes at link time, when we really
need them in the lowering pass to create the correct if ladder.
So this patch moves assigning the non-explicit indexes earlier,
fixes the lowering pass and the lookups to get the correct values.
This fixes a few of:
GL45-CTS.explicit_uniform_location.subroutine-index-*
Signed-off-by: Dave Airlie <[email protected]>
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The code was implementing the ACTIVE_SUBROUTINE_UNIFORMS
incorrectly, using the number of types not the number of
uniforms. This is different than the locations as the
locations may be sparsly allocated.
This fixes:
GL43-CTS.shader_subroutine.four_subroutines_with_two_uniforms
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.shader_subroutine.subroutines_with_separate_shader_objects
Since we set the stream flags earlier on all geom shaders, we
shouldn't fall over later if we find one.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes a crash in:
GL45-CTS.explicit_uniform_location.subroutine-loc-negative-link-max-num-of-locations
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes .length() on subroutine uniform arrays, if
we don't find the identifier normally, we look up the corresponding
subroutine identifier instead.
Fixes:
GL45-CTS.shader_subroutine.arrays_of_arrays_of_uniforms
GL45-CTS.shader_subroutine.arrayed_subroutine_uniforms
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL45-CTS.explicit_uniform_location.subroutine-index-negative-link-max-num-of-indices
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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If a subroutine uniform is declared with no functions backing it,
that isn't legal, so we should fail to link.
Fixes:
GL43-CTS.shader_subroutine.subroutine_uniform_wo_matching_subroutines
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This fixes:
GL43-CTS.shader_subroutine.subroutines_incompatible_with_subroutine_type
It just makes sure the signatures match as well as the return
types.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This trivially corrects mesa 3ca1c221, which introduced a check that
crashes when a match is not found.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005
Fixes: piglit.spec.glsl-1_50.compiler.interface-blocks-name-reused-globally-4.vert
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This works around a bug in older version of UE4, where a shader
defines the same structure twice. Although we aren't sure this is correct
GLSL (it most likely isn't) there are enough UE4 based things out there
we should deal with this.
This drops the error to a warning if the struct names and contents match.
v1.1: do better C++ on record_compare declaration (Rob)
v2: restrict this to desktop GL only (Ian)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is my attempt at fixing at least one of the UE4 bugs with GL4.3.
If we are doing intrastage matching and hit anonymous structs, then
we should do a record comparison instead of using the names.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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layout should only be null for structs, but it's checked everywhere else
and confuses Coverity (CID 1358495).
Reviewed-by: Timothy Arceri <[email protected]>
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Previously an SSO pipeline containing only a tessellation control shader
and a tessellation evaluation shader would not get locations assigned
for the TCS inputs. This would lead to assertion failures in some
piglit tests, such as arb_program_interface_query-resource-query.
That piglit test still fails on some tessellation related subtests.
Specifically, these subtests fail:
'GL_PROGRAM_INPUT(tcs) active resources' expected 2 but got 3
'GL_PROGRAM_INPUT(tcs) max length name' expected 12 but got 16
'GL_PROGRAM_INPUT(tcs,tes) active resources' expected 2 but got 3
'GL_PROGRAM_INPUT(tcs,tes) max length name' expected 12 but got 16
'GL_PROGRAM_OUTPUT(tcs) active resources' expected 15 but got 3
'GL_PROGRAM_OUTPUT(tcs) max length name' expected 23 but got 12
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: [email protected]
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Commit 11096ec introduced a regression in some piglit tests (e.g.,
arb_program_interface_query-resource-query). I did not notice this
regression because other (unrelated) problems caused failed assertions
in those same tests on my system... so they crashed before getting to
the new failure.
v2: Use is_gl_identifier. Suggested by Tim.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: [email protected]
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This catches a problem previously undetected until deep in the backend.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The use of the parameter was removed in d6b92028.
glsl/link_varyings.cpp:1390:39: warning: unused parameter ‘separate_shader’ [-Wunused-parameter]
bool separate_shader)
^
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The parameter appears to have been unused since the function was added
in commit 12ba6cfb. Remove it.
glsl/linker.cpp:2886:60: warning: unused parameter ‘prog’ [-Wunused-parameter]
match_explicit_outputs_to_inputs(struct gl_shader_program *prog,
^
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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These varying have a separate location domain from per-vertex varyings
and need to be handled separately.
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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These varyings have a separate location domain from per-vertex varyings
and need to be handled separately.
Reviewed-by: Dave Airlie <[email protected]>
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On my oes_shader_io_blocks branch, this fixes 71
dEQP-GLES31.functional.program_interface_query.* tests.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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opt_constant_folding is supposed to fold trees of constants into a
single constant. Surprisingly, it was also propagating constant values
from variables into expression trees - even when the result couldn't be
folded together. This is opt_constant_propagation's job.
The ir_dereference_variable::constant_expression_value() method returns
a clone of var->constant_value. So we would replace the dereference
with a constant, propagating it into the tree.
Skip over ir_dereference_variable to avoid this surprising behavior.
However, add code to explicitly continue doing it in the constant
propagation pass, as it's useful to do so.
shader-db statistics on Broadwell:
total instructions in shared programs: 8905349 -> 8905126 (-0.00%)
instructions in affected programs: 30100 -> 29877 (-0.74%)
helped: 93
HURT: 20
total cycles in shared programs: 71017030 -> 71015944 (-0.00%)
cycles in affected programs: 132456 -> 131370 (-0.82%)
helped: 54
HURT: 45
The only hurt programs are by a single instruction, while the helped
ones are helped by 1-4 instructions.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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If an ir_dereference_array has non-constant components, there's no
point in trying to evaluate its value (which involves walking down
the tree and possibly allocating memory for portions of the subtree
which are constant).
This also removes convoluted tree walking in opt_constant_folding(),
which tries to fold constants while walking up the tree. No need to
walk down, then up, then down again.
We did this for swizzles and expressions already, but I was lazy
back in the day and didn't do this for ir_dereference_array.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We could probably clean this up more (maybe make it a method), but at
least there's only one copy of this code now, and that's a start.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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It looks like this was missed when converting opt_constant_folding()
from a hierarchical visitor to an rvalue visitor in 6606fde3.
ir_rvalue_visitor already processes values on the way back up the tree,
so we will have already visited every child node. There's no point in
doing it again.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The pass ultimately skips over any entries with assignment_count != 1,
so there's no need to do further work once we've determined that there
are multiple assignments.
The constant value could be a large array (i.e. uvec4[327]), at which
point skipping the constant_expression_value() call (and the clone()
call within) can save us piles of memory.
No change in shader-db.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I don't know what the intention was here, but this function returns
void. We can't assert anything about its return value.
Fixes "make check" failures.
v2: Also fix prototype for the function (caught by Jordan).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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arrays (v4)"
This reverts commit ad355652c20b245f5f2faa8622e71461e3121a7f.
This broke a bunch of clip tests.
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Many were already marked as fs_only, but not all. This fixes the
remaining ir_txb entries.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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interpolateAt* can only take input variables or an element of an input
variable array. No structs.
Further, GLSL 4.40 relaxes the requirement to allow swizzles, so enable
that as well.
This fixes the following dEQP tests:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_struct_member
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_struct_member
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_struct_member
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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In the case of a constant, it might have been propagated through and
variable_referenced() returns NULL. Error out in that case.
Fixes 3 dEQP tests:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_constant
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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v2: make too large array a compile error
v3: squash mesa/prog patch to avoid static compiler errors in bisect
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This will come in handy when we want to lower gl_CullDistance into
gl_CullDistanceMESA.
[airlied: drop separate APIs for clip/cull - just use single API
to call both passes.]
v3: reexamine my sanity, this was pretty broken, the new code
creates one copy of gl_ClipDistanceMESA, as the clip distance
varying and lowers everything into that in two passes, one for clips
one for culls.
v4: rework using the passes in clip/cull sizes, instead of the
array sizes.
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This just renames the file in anticipation of adding cull lowering,
and renames the internals.
Signed-off-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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airlied:
v2: rename LowerClipDistance to LowerCombinedClipCullDistnace.
I don't think we want any other behaviour with any current hw.
Signed-off-by: Tobias Klausmann <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Class "ir_constant" had a bunch of constructors where the pointer member
"array_elements" had not been initialized. This could have lead to unsafe
code if something had tried to write anything to it. This patch fixes
this issue by initializing the pointer to NULL in all the constructors.
This issue was discovered by Coverity.
CID: 401603, 401604, 401605, 401610
Signed-off-by: Jakob Sinclair <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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We'll need this for a nir pass to lower builtin-uniform access.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently, when cross validating global variables, all global variables
seen in the shaders that are part of a program are saved in a table.
When checking a variable this already exist in the table, we check both
are initialized to the same value. If the already saved variable does
not have an initializer, we copy it from the new variable.
Unfortunately this is wrong, as we are modifying something it is
constant. Also, if this modified variable is used in
another program, it will keep the initializer, when it should have none.
Instead of copying the initializer, this commit replaces the old
variable with the new one. So if we see again the same variable with an
initializer, we can compare if both are the same or not.
v2: convert tabs in whitespaces (Kenenth Graunke)
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes:
GL45-CTS.geometry_shader.limits.max_output_vertices
Reviewed-by: Kenneth Graunke <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This is missing and memory qualifiers are currently being ignored for SSBOs.
Reviewed-by: Ian Romanick <[email protected]>
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