| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Trivial change. Removing unnecessary semi-colons from the code.
I don't have push access so someone reviewing this can push it.
Signed-off-by: Jakob Sinclair <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Mark variable MAYBE_UNUSED to avoid unused-but-set-variable warning in
release build.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Float suffixes are allowed in all subsequent GLSL specifications, and
it's obvious what the user meant if they specify one. Accept it with a
warning to avoid breaking applications, like Planeshift (although it
looks like between 0.6.1 and 0.6.3 they might have removed the suffixes
from their shaders).
Reviewed-by: Lars Hamre <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This was part of EXT_gpu_shader4 - as such it should have been supported
by glsl 130.
It was however forgotten, and not added until glsl 430 - with the wrong
syntax no less (glsl 430 mentions it was overlooked).
glsl 440 (but revision 8 only) fixed this finally for good.
At least nvidia supports this with just version glsl version 1.30 as well
(the spec doesn't explicitly say it should be supported retroactively),
so just add this to the other glsl 130 textureOffset functions.
Passes a (hacked) piglit tex-miplevel-selection test (2DArrayShadow
textureOffset -auto) with llvmpipe.
v2: fix up comment (by Ian), add testing to commit message.
Reviewed-by: Dave Airlie <[email protected]>
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vertex_input_slots would be an appropriate name for an integer, but not
a bool.
Also remove a cond ? true : false from a count_attribute_slots() call
site, noticed during the rename.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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This is kind of a hack. We currently track precise requirements
by decorating ir_variables. Propagating or grafting the RHS of an
assignment to a precise value into some other expression tree can
lose those decorations.
In the long run, it might be better to replace these ir_variable
decorations with an "exact" decoration on ir_expression nodes,
similar to what NIR does.
In the short run, this is probably good enough. It preserves
enough information for glsl_to_nir to generate "exact" decorations,
and NIR will then handle optimizing these expressions reasonably.
Fixes ES31-CTS.gpu_shader5.precise_qualifier.
v2: Drop invariant handling, as it shouldn't be necessary (caught
by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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ARB_program_interface_query requires that we add struct fields
recursively down to basic types.
Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.*
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No functional change here, but this now lets us recurse throught structs
in add_shader_variable().
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets us pass in the absolution location of a variable instead of
computing it in add_shader_variable() based on variable location and
bias. This is in preparation for recursing into struct variables.
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This consolidates the combination of create_shader_variable() and
add_program_resource() into a new helper function. No functional
difference, but we'll expand add_shader_variable() in the next few
commits.
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This fixes
dEQP-GLES31.functional.uniform_location.negative.atomic_fragment
dEQP-GLES31.functional.uniform_location.negative.atomic_vertex
Both of which have lines like
layout(location = 3, binding = 0, offset = 0) uniform atomic_uint uni0;
The ARB_explicit_uniform_location spec makes a very tangential mention
regarding atomic counters, but location isn't something that makes sense
with them.
Signed-off-by: Ilia Mirkin <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Suggested by Timothy Arceri a while back on mesa-dev:
https://lists.freedesktop.org/archives/mesa-dev/2016-February/107735.html
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Acked-by: Matt Turner <[email protected]>
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Signed-off-by: Rhys Kidd <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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No longer used as of last commit.
v2: Rebase.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]> (v1)
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Analogous to previous commit.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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It will allow us to remove the duplicate glsl/Makefile.sources.
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
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v2: Undo unintended change to the signature of
nir_normalize_cubemap_coords (Iago).
v3: Move to compiler/nir (Iago)
v4: Remove Authors from copyright header (Michael Schellenberger)
v5 (Sam):
- Use nir_channel() and nir_ssa_for_alu_src() helpers (Jason)
- Inline lower_double_pack_instr() code into lower_double_pack_block()
(Jason).
- Initialize nir_builder at lower_double_pack_impl() (Jason).
Signed-off-by: Iago Toral Quiroga <[email protected]>
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Consider the case of linking a program with both a vertex and fragment
shader. The VS may compute output varyings that are intended for
transform feedback, and not read by the fragment shader.
In this case, var->data.is_unmatched_generic_inout will be true,
but we still cannot eliminate the varyings. We need to also check
!var->data.is_xfb_only.
Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen
to use transform feedback in a way we apparently hadn't seen before.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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The GLSL 4.20 and ESSL 3.00 specs don't list 'buffer' as a reserved
keyword. Make the parser ignore it unless GLSL 4.30 / ESSL 3.10 are
used, or ARB_shader_storage_buffer_objects is enabled.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: [email protected]
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v2: change check_explicit_uniform_locations() to return an
unsigned 0 (Timothy Arceri)
We were storing the int result of check_explicit_uniform_locations()
in num_explicit_uniform_locs as an unsigned int which caused it to
be 4294967295 when a -1 was returned.
This in turn would cause the following error during linking:
error: count of uniform locations > MAX_UNIFORM_LOCATIONS(4294967295 > 98304)
Results from running piglit tests/all with this patch
and when ARB_explicit_uniform_location disabled:
changes: 178
fixes: 176
regressions: 2
The two regressions are for the following tests:
glean@glsl1-matrix column check (1)
glean@glsl1-matrix column check (2)
which regress from FAIL to CRASH.
The regressions are acceptable because the tests are currently failing due to
the aforementioned linker error.
Signed-off-by: Lars Hamre <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Replaces open-coded logic with existing helper.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.
A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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lower_variable_index_to_cond_assign() did not handle system values.
gl_SampleMaskIn[] is a system value, and also an array. Accessing it
with a variable index would trigger an unreachable() assert.
Rather than adding a new EmitNoIndirectSystemValues flag, we simply
lower unconditionally. There is exactly one case where this occurs,
and for all current drivers, lowering produces optimal code. Even
for future drivers with 32x MSAA, it produces reasonable code.
Fixes Piglit's new samplemaskin-indirect test. Also fixes many ES31-CTS
tests when OES_sample_variables is enabled.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Also avoid double-adding the *sampler2DMS types when the array ext is
enabled.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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I can't tell whether this actually matters, but we're creating function
signatures with this predicate, so it should probably match when SSBO's
are available.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Oddly a bunch of the features it adds are actually from ESSL 3.20. But
the spec is quite clear, oh well.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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is_ubo_var is true for both UBOs and SSBOs
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.
Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <[email protected]>
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This allows us to simplify the code and drop InterfaceBlockStageIndex
which is a per stage array of integers the size of all blocks in the
program combined including duplicates across stages. Adding a stage
ref per block will use less memory.
Reviewed-by: Kenneth Graunke <[email protected]>
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This changes the code to use the buffer counts stored for each stage
rather than counting from scratch. It also moves the checks outside
of the for loop which means we now just get a single link error
message if we go over the max rather than X error messages where X
is the number we have exceeded the max by.
Reviewed-by: Kenneth Graunke <[email protected]>
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We already have a count of active SSBOs per stage so use it.
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow us to use them when checking resources in a
following patch and clean up a bunch of code.
Reviewed-by: Kenneth Graunke <[email protected]>
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Since 8683d54d2be825 there is now a single instance of the buffer
block information that needs to be updated rather than one instance
for each stage.
Reviewed-by: Kenneth Graunke <[email protected]>
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With SSO, the GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT interfaces refer to
the first and last shader stage linked into a program. This may not be
the vertex and fragment shader stages.
So, subtracting VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 is bogus.
We need to subtract VERT_ATTRIB_GENERIC0 for VS inputs,
FRAG_RESULT_DATA0 for FS outputs, and VARYING_SLOT_VAR0 for other cases.
Note that built-in variables get a location of -1.
Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var_explicit_location
- program_input.location.separable_fragment.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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We were recording locations for all variables, even ones without an
explicit location set. Implement the rules from the spec, and record
-1 in the resource list accordngly. Make program_resource_location
stop doing math on negative values. Remove hacks that are no longer
necessary now that we've stopped doing that.
Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var
- program_input.location.separable_fragment.var_array
- program_output.location.separable_vertex.var_array
- program_output.location.separable_vertex.var_array
v2: Delete more code
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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A program will either have gl_VertexID or gl_VertexIDMESA (the lowered
zero-based version), not both. Just spoof it in the resource list so
the hacks are done in a single place.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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stages is always 1 << stage now.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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System values are just built-in input variables that we've opted to
special-case out of convenience. We need to consider all inputs,
regardless of how we've classified them.
Unfortunately, there's one exception: we shouldn't add gl_BaseVertex
unless ARB_shader_draw_parameters is enabled, because it doesn't
actually exist in the language, and shouldn't be counted in the
GL_ACTIVE_RESOURCES query.
Fixes dEQP-GLES31.functional.program_interface_query.program_input.
resource_list.compute.empty, which expects gl_NumWorkGroups to appear
in the resource list.
v2: Delete more code
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This makes no sense. If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.
If we're not considering the vertex shader, then we absolutely should
not do anything with it.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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add_interface_variables() is supposed to add variables for the inputs of
the first shader stage linked into a program, and the outputs of the
last shader stage linked into a program.
From the ARB_program_interface_query specification:
"* PROGRAM_INPUT corresponds to the set of active input variables used by
the first shader stage of <program>. If <program> includes multiple
shader stages, input variables from any shader stage other than the
first will not be enumerated.
* PROGRAM_OUTPUT corresponds to the set of active output variables
(section 2.14.11) used by the last shader stage of <program>. If
<program> includes multiple shader stages, output variables from any
shader stage other than the last will not be enumerated."
Previously, we used build_stageref here, which walks over all linked
shaders in the program. This meant that internal varyings would be
visible. We don't actually need any of build_stageref's code: we
already explicitly skip packed varyings, handle modes, and the name
comparisons just do a fuzzy string comparison of name with itself.
Fixes two tests: dEQP-GLES31.functional.program_interface_query.
program_{input,output}.referenced_by.referenced_by_vertex_fragment.
These tests have a VS and FS linked together into a single program.
Both stages have an input called "shaderInput". But the FS input
should not be visible because it isn't the first stage.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This is a bitfield of which stages refer to a variable. It is not used
to mask off bits. In fact, it's used to contribute additional bits.
Rename it and tidy a bit of the logic.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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add_interface_variables is supposed to add variables from either the
first or last stage of a linked shader. But it has no way of knowing
the stage it's being asked to process, which makes it impossible to
produce correct stagerefs.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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