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* nir/linker: Add nir_build_program_resource_list()Eduardo Lima Mitev2018-06-213-0/+71
| | | | | | | | | | | | | | | | | | This function is equivalent to the linker.cpp build_program_resource_list() but will extract the resources from NIR shaders instead. For now, only uniforms and program inputs are implemented. v2: move from compiler/nir to compiler/glsl (Timothy Arceri) v3: remove support for inputs, that is still WIP (spotted by Timothy Arceri) Signed-off-by: Eduardo Lima <[email protected]> Signed-off-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* compiler/link: move add_program_resource to linker_utilAlejandro Piñeiro2018-06-214-56/+90
| | | | | | | | | | So it could be used by the GLSL and NIR linker. v2: (Timothy Arceri) * Moved from compiler to compiler/glsl * Method renamed to link_util_add_program_resource Reviewed-by: Timothy Arceri <[email protected]>
* nir/linker: Set the uniform initial valuesNeil Roberts2018-06-214-0/+297
| | | | | | | | This is based on link_uniform_initializers.cpp. v2: move from compiler/nir to compiler/glsl (Timothy Arceri) Reviewed-by: Timothy Arceri <[email protected]>
* nir/linker: Add gl_nir_link_uniforms()Eduardo Lima Mitev2018-06-213-0/+504
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This function will be the entry point for linking the uniforms from the nir_shader objects associated with the gl_linked_shaders of a program. This patch includes initial support for linking uniforms from NIR shaders. It is tailored for the ARB_gl_spirv needs, and it is far from complete, but it should handle most cases of uniforms, array uniforms, structs, samplers and images. There are some FIXMEs related to specific features that will be implemented in following patches, like atomic counters, UBOs and SSBOs. Also, note that ARB_gl_spirv makes mandatory explicit location for normal uniforms, so this code only handles uniforms with explicit location. But there are cases, like uniform atomic counters, that doesn't have a location from the OpenGL point of view (they have a binding), but that Mesa assign internally a location. That will be handled on following patches. A nir_linker.h file is also added. More NIR-linking related API will be added in subsequent patches and those will include stuff from Mesa, so reusing nir.h didn't seem a good idea. v2: move from compiler/nir to compiler/glsl (Timothy Arceri) v3: sets var->driver.location if the uniform was found from a previous stage (Neil Roberts). Signed-off-by: Eduardo Lima <[email protected]> Signed-off-by: Neil Roberts <[email protected] Signed-off-by: Alejandro Piñeiro <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* compiler/link: add linker_util.h, move linker_error/warning to itAlejandro Piñeiro2018-06-215-14/+47
| | | | | | | | | | | | Linker utilities common to the GLSL IR and NIR linker (the latter to be used for ARB_gl_spirv). We need to move it to a new header as the NIR linker doesn't need to know about ir_variable, and others, included at linker.h. v2: move from src/compiler to src/compiler/glsl (Timothy Arceri) Reviewed-by: Timothy Arceri <[email protected]>
* nir/lower_samplers: Limit assert to GLSL shader programsEduardo Lima Mitev2018-06-211-1/+2
| | | | | | | | | | | | | | | | | | | | | | Vulkan has the concept of separate image and sampler objects in the SPIR-V code whereas GL conflates them into one. nir_lower_samplers contains an assert to verify that sampler operand is not being set on the nir instruction. However when the code comes from spirv_to_nir the sampler operand is always set. GL_arb_gl_spirv explicitly states that OpTypeSampler is not supported so it retains the GL behaviour of not being able to seperate them. Therefore the sampler will always be the same as the texture. This GL version of the lowering code ignores instr->sampler and sets instr->sampler_index to the same value as instr->texture_index. Some other places in the code (such as in nir_print) assume that once the instruction is lowered then both instr->texture and instr->sampler will be NULL, so to keep this behaviour we now set instr->sampler to NULL after ignoring it to fill in instr->sampler_index. Signed-off-by: Eduardo Lima <[email protected]> Signed-off-by: Neil Roberts <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: Add explicit_binding to nir_variableNeil Roberts2018-06-211-0/+1
| | | | | | | This is copied from the corresponding value in ir_variable. The intention is to eventually use it in a pure-NIR linker. Reviewed-by: Timothy Arceri <[email protected]>
* glsl/tests/glcpp: reinstate "error out if no tests found"Emil Velikov2018-06-211-0/+9
| | | | | | | | | | | | | | | With the recent rework of converting the shell script to a python one the check for actual tests was dropped. Bring that back, since it was explicitly added considering we had a ~2 year period, during which the tests were not run. v2: use raise Exception() over print() & return false (Dylan) Fixes: db8cd8e36771 ("glcpp/tests: Convert shell scripts to a python script") Cc: Dylan Baker <[email protected]> Signed-off-by: Emil Velikov <[email protected]>
* glsl/glcpp/tests: reinstate srcdir/abs_builddir blurbEmil Velikov2018-06-211-0/+13
| | | | | | | | | | | Bring back the "detection" of the said variables, to allow standalone execution. Fixes: db8cd8e36771 ("glcpp/tests: Convert shell scripts to a python script") Cc: Dylan Baker <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* glsl: fold glcpp-test-cr-lf.sh into glcpp-test.shEmil Velikov2018-06-212-4/+1
| | | | | | | | | | | As of recently both of these have been reworked so they invoke a python script. At the same time the latter can be executed with the combined arguments of both scripts. AKA we no longer need to have them separate. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Dylan Baker <[email protected]>
* glsl: fix random typoRob Clark2018-06-191-1/+1
| | | | | | | Just something I stumbled across. Signed-off-by: Rob Clark <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: fix desktop glsl linking regressionTimothy Arceri2018-06-191-1/+2
| | | | | | | The prog->Shaders[i]->IsES check was accidentally removed causing ES linking rules to be applied to desktop GLSL. Fixes: 725b1a406dbe ("mesa/util: add allow_glsl_relaxed_es driconfig override")
* mesa/util: add allow_glsl_relaxed_es driconfig overrideTimothy Arceri2018-06-192-10/+15
| | | | | | | | | | | | | | | This relaxes a number of ES shader restrictions allowing shaders to follow more desktop GLSL like rules. This initial implementation relaxes the following: - allows linking ES shaders with desktop shaders - allows mismatching precision qualifiers - always enables standard derivative builtins These relaxations allow Google Earth VR shaders to compile. Reviewed-by: Dave Airlie <[email protected]>
* mesa/util: add allow_glsl_builtin_const_expression driconf overrideTimothy Arceri2018-06-191-1/+2
| | | | | | | Google Earth VR shaders uses builtins in constant expressions with GLSL 1.10. That feature wasn't allowed until GLSL 1.20. Reviewed-by: Dave Airlie <[email protected]>
* glsl: Don't copy propagate elements from SSBO or shared variables eitherIan Romanick2018-06-141-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | Since SSBOs can be written by a different GPU thread, copy propagating a read can cause the value to magically change. SSBO reads are also very expensive, so doing it twice will be slower. The same shader was helped by this patch and the previous. Haswell, Broadwell, and Skylake had similar results. (Skylake shown) total instructions in shared programs: 14399119 -> 14399113 (<.01%) instructions in affected programs: 683 -> 677 (-0.88%) helped: 1 HURT: 0 total cycles in shared programs: 532973113 -> 532971865 (<.01%) cycles in affected programs: 524666 -> 523418 (-0.24%) helped: 1 HURT: 0 Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]> Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
* glsl: Don't copy propagate from SSBO or shared variables eitherIan Romanick2018-06-141-0/+2
| | | | | | | | | | | | | | | | | | | | | | Since SSBOs can be written by other GPU threads, copy propagating a read can cause the value to magically change. SSBO reads are also very expensive, so doing it twice will be slower. Haswell, Broadwell, and Skylake had similar results. (Skylake shown) total instructions in shared programs: 14399120 -> 14399119 (<.01%) instructions in affected programs: 684 -> 683 (-0.15%) helped: 1 HURT: 0 total cycles in shared programs: 532978931 -> 532973113 (<.01%) cycles in affected programs: 530484 -> 524666 (-1.10%) helped: 1 HURT: 0 Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]> Cc: [email protected] Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
* glsl: allow standalone semicolons outside main()Dave Airlie2018-06-141-0/+1
| | | | | | | | | | | GLSL 4.60 offically added this but games and older CTS suites actually had shaders that did this, we may as well enable it everywhere. Adding stable because it appears apps in the wild do this. Acked-by: Timothy Arceri <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: <[email protected]>
* glsl: Take 'double' as reserved after GLSL ES 1.0zhaowei yuan2018-06-051-1/+1
| | | | | | | | | GLSL ES 1.0.17 specifies that "double" is a keyword reserved Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106823 Signed-off-by: zhaowei yuan <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Add ir_binop_vector_extract in NIRJuan A. Suarez Romero2018-06-011-0/+9
| | | | | | | | | | | | | | | Implement ir_binop_vector_extract using NIR operations. Based on SPIR-V to NIR approach. This fixes: dEQP-GLES3.functional.shaders.indexing.moredynamic.with_value_from_indexing_expression_fragment Piglit's glsl-fs-vec4-indexing-8.shader_test CC: [email protected] Signed-off-by: Juan A. Suarez Romero <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Iago Toral <[email protected]>
* mesa: Add GL/GLSL plumbing for ARB_fragment_shader_interlock.Plamena Manolova2018-06-0110-1/+184
| | | | | | | | | | | | | This extension provides new GLSL built-in functions beginInvocationInterlockARB() and endInvocationInterlockARB() that delimit a critical section of fragment shader code. For pairs of shader invocations with "overlapping" coverage in a given pixel, the OpenGL implementation will guarantee that the critical section of the fragment shader will be executed for only one fragment at a time. Signed-off-by: Plamena Manolova <[email protected]> Reviewed-by: Francisco Jerez <[email protected]>
* glsl: parse #version XXX compatibilityMarek Olšák2018-05-291-4/+8
| | | | | Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* meson: remove dependency antipatternEric Engestrom2018-05-141-1/+1
| | | | | | | | | | | | | | | | `dep_valgrind != []` now (0.45) produces a warning that is quite explicit: WARNING: Trying to compare values of different types (DependencyHolder, list) using !=. The result of this is undefined and will become a hard error in a future Meson release. `dep_valgrind = []` used to be the recommended way to deal with non-existant dependency, but these don't work with `.found()`, so now the recommended way is to declare a impossible dependency, which null_dep does for us in Mesa. In short, we don't need and shouldn't check for `!= []` anywhere anymore. Reviewed-by: Dylan Baker <[email protected]> Signed-off-by: Eric Engestrom <[email protected]>
* glsl: change ast_type_qualifier bitset size to work around GCC 5.4 bugBrian Paul2018-05-081-1/+7
| | | | | | | | | | | | | | | Change the size of the bitset from 128 bits to 96. This works around an apparent GCC 5.4 bug in which bad SSE code is generated, leading to a crash in ast_type_qualifier::validate_in_qualifier() (ast_type.cpp:654). This can be repro'd with the Piglit test tests/spec/glsl-1.50/execution/ varying-struct-basic-gs-fs.shader_test Bugzilla:https://bugs.freedesktop.org/show_bug.cgi?id=105497 Cc: [email protected] Reviewed-by: Charmaine Lee <[email protected]> Tested-by: Charmaine Lee <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl/tests: add GLSL_TYPE_UINT8, GLSL_TYPE_INT8 cases to switch statementsBrian Paul2018-04-301-0/+6
| | | | | | | | | To silence warnings about unhandled switch values. Untested otherwise. v2: move the INT/UINT8 cases after the INT/UINT16 cases, per Eric. Reviewed-by: Eric Anholt <[email protected]>
* nir: move GL specific passes to src/compiler/glslTimothy Arceri2018-05-015-0/+678
| | | | | | | With this we should have no passes in src/compiler/nir with any dependencies on headers from core GL Mesa. Reviewed-by: Alejandro Piñeiro <[email protected]>
* glsl: replace some asserts with unreachable when processing the astTimothy Arceri2018-04-271-6/+3
| | | | Reviewed-by: Matt Turner <[email protected]>
* mesa: GL_EXT_texture_norm16 extension plumbingTapani Pälli2018-04-251-6/+6
| | | | | | | | | | | | | | | | | | | | | Patch enables use of short and unsigned short data for texture uploads, rendering and reading of framebuffers within the restrictions specified in GL_EXT_texture_norm16 spec. Patch also enables those 16bit format layout qualifiers listed in GL_NV_image_formats that depend on EXT_texture_norm16. v2: expose extension with dummy_true fix layout qualifier map changes (Ilia Mirkin) v3: use _mesa_has_EXT_texture_norm16, other fixes and cleanup (Ilia Mirkin) v4: fix rest of the issues found Signed-off-by: Tapani Pälli <[email protected]> Acked-by: Ilia Mirkin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl/glcpp: Handle hex constants with 0X prefixVlad Golovkin2018-04-243-7/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GLSL 4.6 spec describes hex constant as: hexadecimal-constant: 0x hexadecimal-digit 0X hexadecimal-digit hexadecimal-constant hexadecimal-digit Right now if you have a shader with the following structure: #if 0X1 // or any hex number with the 0X prefix // some code #endif the code between #if and #endif gets removed because the checking is performed only for "0x" prefix which results in strtoll being called with the base 8 and after encountering the 'X' char the strtoll returns 0. Letting strtoll detect the base makes this limitation go away and also makes code easier to read. From the strtoll Linux man page: "If base is zero or 16, the string may then include a "0x" prefix, and the number will be read in base 16; otherwise, a zero base is taken as 10 (decimal) unless the next character is '0', in which case it is taken as 8 (octal)." This matches the behaviour in the GLSL spec. This patch also adds a test for uppercase hex prefix. Reviewed-by: Timothy Arceri <[email protected]>
* compiler/glsl: close fd's in glcpp_test.pyDylan Baker2018-04-231-2/+4
| | | | | | | | | | | | I would have thought falling out of scope would allow the gc to collect these, but apparently it doesn't, and this hits an fd limit on macos. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106133 Fixes: db8cd8e36771eed98eb638fd0593c978c3da52a9 ("glcpp/tests: Convert shell scripts to a python script") Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Tested-by: Vinson Lee <[email protected]>
* meson: enable glcpp testDylan Baker2018-04-181-1/+17
| | | | | Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glcpp/tests: Convert shell scripts to a python scriptDylan Baker2018-04-183-267/+223
| | | | | | | | | | | This ports glcpp-test.sh and glcpp-test-cr-lf.sh to a python script that accepts arguments for each line ending type. This should allow for better reporting to users. v2: - Use $PYTHON2 to be consistent with other tests in mesa Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl/tests: Remove unused compare_ir.py scriptDylan Baker2018-04-181-58/+0
| | | | Signed-off-by: Dylan Baker <[email protected]>
* meson: enable optimization-testDylan Baker2018-04-181-0/+5
| | | | Signed-off-by: Dylan Baker <[email protected]>
* glsl/tests: Convert optimization-test.sh to pure pythonDylan Baker2018-04-184-238/+215
| | | | | | | | | | | This patch converts optimization-test.sh to python, in this process it removes external shell dependencies including diff. It replaces the python script that generates shell scripts with a python library that generates test cases and runs them using subprocess. v2: - use $PYTHON2 to be consistent with other tests in mesa Signed-off-by: Dylan Baker <[email protected]>
* meson: run glsl compiler warnings testDylan Baker2018-04-181-1/+9
| | | | | Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl/tests: reimplement warnings-test in pythonDylan Baker2018-04-182-56/+75
| | | | | | | | | | | | | | | | | | This reimplements the test in python with a shell script wrapper that allows autotools to continue to run the test without realizing that anything has changed. Using python has two advantages, first it's portable so this test can be run on windows as well as Linux since it just requires python, no more diff, pwd or sh. It's also no longer tied to autotools implementation details, like the environment variables $srcdir and $abs_builddir, though the autotools shell wrapper still uses those, which makes it possible to run the test in meson. v2: - Use $PYTHON2 in script to be consistent with other scripts in mesa Signed-off-by: Dylan Baker <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: fix gcc 8 parenthesis warningMarc Dietrich2018-04-171-2/+2
| | | | | | | | | | | | | | | | | | | fixes warnings like this: [184/1137] Compiling C++ object 'src/compiler/glsl/glsl@sta/lower_jumps.cpp.o'. In file included from ../src/mesa/main/mtypes.h:48, from ../src/compiler/glsl_types.h:149, from ../src/compiler/glsl/lower_jumps.cpp:59: ../src/compiler/glsl/lower_jumps.cpp: In member function '{anonymous}::block_record {anonymous}::ir_lower_jumps_visitor::visit_block(exec_list*)': ../src/compiler/glsl/list.h:650:17: warning: unnecessary parentheses in declaration of 'node' [-Wparentheses] for (__type *(__inst) = (__type *)(__list)->head_sentinel.next; \ ^ ../src/compiler/glsl/lower_jumps.cpp:510:7: note: in expansion of macro 'foreach_in_list' foreach_in_list(ir_instruction, node, list) { ^~~~~~~~~~~~~~~ Signed-off-by: Marc Dietrich <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: fix ir_binop_gequal glsl_to_nir conversionErico Nunes2018-04-161-1/+1
| | | | | | | | | | ir_binop_gequal needs to be converted to nir_op_sge when native integers are not supported in the driver. Otherwise it becomes no different than ir_binop_less after the conversion. Signed-off-by: Erico Nunes <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* glsl: #undef THIS macro to fix MSVC buildBrian Paul2018-04-131-0/+5
| | | | | | | | | | THIS is a macro in one of the MSVC header files. It's also a token in the GLSL lexer. This causes a compilation failure with MSVC. This issue seems to be newly exposed after the recent mtypes.h removal patches. Reviewed-by: Charmaine Lee <[email protected]> Reviewed-by: Neha Bhende <[email protected]>
* glsl: rename 'interface' var to 'iface' to fix MSVC buildBrian Paul2018-04-131-7/+7
| | | | | | | | The recent mtypes.h removal patches seems to have exposed a MSVC issue where 'interface' is defined as a macro in an MSVC header file. Reviewed-by: Charmaine Lee <[email protected]> Reviewed-by: Neha Bhende <[email protected]>
* Fix make checkMarek Olšák2018-04-121-0/+1
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* Fix scons buildMarek Olšák2018-04-121-0/+1
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* mesa: include mtypes.h lessMarek Olšák2018-04-1247-24/+55
| | | | | | | | | | - remove mtypes.h from most header files - add main/menums.h for often used definitions - remove main/core.h v2: fix radv build Reviewed-by: Brian Paul <[email protected]>
* glsl: fix compat shaders in GLSL 1.40Timothy Arceri2018-04-121-0/+2
| | | | | | | | | | | | | | The compatibility and core tokens were not added until GLSL 1.50, for GLSL 1.40 just assume all shaders built with a compat profile are compat shaders. Fixes rendering issues in Dawn of War II on radeonsi which has enabled OpenGL 3.1 compat support. Fixes: a0c8b49284ef "mesa: enable OpenGL 3.1 with ARB_compatibility" Reviewed-by: Marek Olšák <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105807
* glsl: remove unreachable assert()Emil Velikov2018-04-101-2/+0
| | | | | | | | | | Earlier commit enforced that we'll bail out if the number of terminators is different than 2. With that in mind, the assert() will never trigger. Fixes: 56b867395de ("glsl: fix infinite loop caused by bug in loop unrolling pass") Reviewed-by: Timothy Arceri <[email protected]> Signed-off-by: Emil Velikov <[email protected]>
* glsl: always call do_lower_jumps() after loop unrollingTimothy Arceri2018-04-041-0/+18
| | | | | | | | | | | | | | This fixes a bug in radeonsi where LLVM cannot handle the case where a break exists but its not the last instruction in the block. LLVM would fail with: Terminator found in the middle of a basic block! LLVM ERROR: Broken function found, compilation aborted! Fixes: 96fe8834f539 "glsl_to_tgsi: do fewer optimizations with GLSLOptimizeConservatively" Reviewed-by: Matt Turner <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105317
* nir: s/uint/unsigned/ to fix MSVC/MinGW buildBrian Paul2018-03-301-1/+1
| | | | | Reviewed-by: Roland Scheidegger <[email protected]> Reviewed-by: Neha Bhende <[email protected]>
* nir: add bindless to nir dataTimothy Arceri2018-03-281-0/+1
| | | | | | Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Samuel Pitoiset <[email protected]>
* glsl: fix infinite loop caused by bug in loop unrolling passTimothy Arceri2018-03-271-1/+1
| | | | | | | | | | | | | | | | | | Just checking for 2 jumps is not enough to be sure we can do a complex loop unroll. We need to make sure we also have also found 2 loop terminators. Without this we were attempting to unroll a loop where the second jump was nested inside multiple ifs which loop analysis is unable to detect as a terminator. We ended up splicing out the first terminator but failed to actually unroll the loop, this resulted in the creation of a possible infinite loop. Fixes: 646621c66da9 "glsl: make loop unrolling more like the nir unrolling path" Tested-by: Gert Wollny <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105670
* compiler: glsl: silence valgrind warning on write cacheLionel Landwerlin2018-03-231-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I don't think it actually fixes anything, but that's nice not to have valgrind warnings. It manifests itself when running the piglit test : glsl-fs-raytrace-bug27060 ==2058== Uninitialised byte(s) found during client check request ==2058== at 0xC5BB040: blob_write_bytes (blob.c:152) ==2058== by 0xC595359: write_variable (nir_serialize.c:144) ==2058== by 0xC59560C: write_var_list (nir_serialize.c:192) ==2058== by 0xC5982E4: nir_serialize (nir_serialize.c:1124) ==2058== by 0xC0B729D: brw_program_serialize_nir (brw_program.c:835) ==2058== by 0xC0AB2D6: brw_link_shader (brw_link.cpp:358) ==2058== by 0xC32FE3F: _mesa_glsl_link_shader (ir_to_mesa.cpp:3169) ==2058== by 0xC36C7ED: create_new_program(gl_context*, state_key*) (ff_fragment_shader.cpp:1127) ==2058== by 0xC36C8A6: _mesa_get_fixed_func_fragment_program (ff_fragment_shader.cpp:1157) ==2058== by 0xC1B50AF: update_program (state.c:134) ==2058== by 0xC1B56DF: _mesa_update_state_locked (state.c:352) ==2058== by 0xC1B579A: _mesa_update_state (state.c:386) ==2058== Address 0xf1eab8a is 58 bytes inside a block of size 96 alloc'd ==2058== at 0x4C2CB8F: malloc (vg_replace_malloc.c:299) ==2058== by 0xC0FD306: ralloc_size (ralloc.c:121) ==2058== by 0xC0FD5B1: ralloc_array_size (ralloc.c:208) ==2058== by 0xC452B3B: (anonymous namespace)::nir_visitor::visit(ir_variable*) (glsl_to_nir.cpp:448) ==2058== by 0xC45CE8B: ir_variable::accept(ir_visitor*) (ir.h:428) ==2058== by 0xC46D0B5: visit_exec_list(exec_list*, ir_visitor*) (ir.cpp:1898) ==2058== by 0xC451D2F: glsl_to_nir (glsl_to_nir.cpp:162) ==2058== by 0xC0B5223: brw_create_nir (brw_program.c:79) ==2058== by 0xC0AAB67: brw_link_shader (brw_link.cpp:257) ==2058== by 0xC32FE3F: _mesa_glsl_link_shader (ir_to_mesa.cpp:3169) ==2058== by 0xC36C7ED: create_new_program(gl_context*, state_key*) (ff_fragment_shader.cpp:1127) ==2058== by 0xC36C8A6: _mesa_get_fixed_func_fragment_program (ff_fragment_shader.cpp:1157) Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>