| Commit message (Collapse) | Author | Age | Files | Lines |
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v2:
An attempt to support SpvExecutionModeStencilRefReplacingEXT's behavior
also follows, with the interpretation to said mode being we prevent
writes to the built-in FragStencilRefEXT variable when the execution
mode isn't set.
v3:
A more cautious reading of 1db44252d01bf7539452ccc2b5210c74b8dcd573 led
me to a missing change that would stop (what I later discovered were)
GPU hangs on the CTS test written to exercise this.
v4:
Turn FragStencilRefEXT decoration usage without StencilRefReplacingEXT
mode into a warning, instead of trying to make the variable read-only.
If we are to follow the originating extension on GL, the built-in
variable in question should never be readable anyway.
v5/v6: rebases.
v7:
Fix check for gen9 lost in rebase. (Ilia)
Reduce the scope of the bool used to track whether
SpvExecutionModeStencilRefReplacingEXT was used. Was in shader_info,
moved to vtn_builder. (Jason)
v8:
Assert for fragment shader handling StencilRefReplacingEXT execution
mode. (Caio)
Remove warning logic, since an entry point might not have
StencilRefReplacingEXT execution mode, but the global output variable
might still exist for another entry point in the module. (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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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]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Co-authored-by: Daniel Schürmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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So now, during spirv_to_nir, it uses the capability instead of the
extension. Note that we are really doing here is treating
SPV_AMD_gcn_shader as other supported extensions. SPV_AMD_gcn_shader
is not the first SPV extension supported. For example, the capability
draw_parameters infers if the extension SPV_KHR_shader_draw_parameters
is supported or not.
This could be seen as counter-intuitive, and that it would be easier
to define which extensions are supported, and based our checks on
that, but we need to take into account that some capabilities are
optional from core, and others came from new extensions.
Also this commit would make the implementation of ARB_spirv_extensions
easier.
v2: AMD_gcn_shader capability renamed to gcn_shader (Daniel Schürmann)
Reviewed-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Co-authored-by: Dave Airlie <[email protected]>
Signed-off-by: Daniel Schürmann <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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This capability allows gl_ViewportIndex and gl_Layer to also be used
as outputs in Vertex and Tesselation shaders.
v2: Make conditional to the capability, add gl_Layer, add tesselation
shaders. (Iago)
v3: Don't export to tesselation control shader.
v4: Add Reviewd-by tag.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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First we move double_inputs_read into a vs struct in the union,
double_inputs_read is only used for vs inputs so this will
save space and also allows us to add a new double_inputs field.
We add the new field because c2acf97fcc9b changed the behaviour
of double_inputs_read, and while it's no longer used to track
actual reads in i965 we do still want to track this for gallium
drivers.
Reviewed-by: Marek Olšák <[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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To avoid any vulkan driver to include the GL mtypes.h. Renamed as
eventually this could be used by drivers not using nir.
v2: remove compiler/spirv/spirv.h from mtypes (Alejandro)
v3: added the definition at compiler/shader_info.h (Jason Ekstrand)
Reviewed-by: Jason Ekstrand <[email protected]>
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This is to be used for TCS optimisations on radv.
v2: don't set written on reads (nha)
Reviewed-by: Timothy Arceri <[email protected]>
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i965 turns fddx/fddy into their coarse/fine variants based on the
ctx->Hint.FragmentShaderDerivative setting. It needs to know whether
this can impact a shader in order to better guess NOS settings.
Reviewed-by: Jason Ekstrand <[email protected]>
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I'd like to put this sort of metadata in the shader_info structure,
rather than adding more things to gl_program.
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will allow us to easily skip them when writting the struct
to disk cache.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This will be used in api_validate.c in a following patch when we
switch to using gl_program pointers for the pipelines CurrentProgram
array.
Reviewed-by: Eric Anholt <[email protected]>
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This will allow us to simplify the current program logic for SSO.
Also since we aim to detach shader_info from nir_shader this will come
in handy avoiding passing nir_shader around just to keep track of
the stage we are dealing with.
V2: set stage for arb asm programs also.
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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This extension allows the fragment shader to control whether values in
gl_SampleMaskIn[] reflect the coverage after application of the early
depth and stencil tests.
Signed-off-by: Plamena Manolova <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
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We switched from a boolean to array lengths in gl_program a while back.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Left over from 4ac66861
Reviewed-by: Jason Ekstrand <[email protected]>
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We make use of some enums here.
Reviewed-by: Jason Ekstrand <[email protected]>
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And copy values from GLSL.
Reviewed-by: Jason Ekstrand <[email protected]>
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And copy the value from GLSL.
Reviewed-by: Jason Ekstrand <[email protected]>
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And copy the values from gl_tess_eval_program struct.
Reviewed-by: Jason Ekstrand <[email protected]>
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This function is added here to ease refactoring towards using the new shared
shader_info. Once refactoring is complete and values are set directly it
will be removed.
We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir()
so that the values will be set for all drivers. In order to do this some
calls need to be moved around so that we make sure to call
do_set_program_inouts() before _mesa_copy_linked_program_data()
Reviewed-by: Jason Ekstrand <[email protected]>
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This will allow use to stop copying values between structs and
will also simplify handling handling these values in the shader cache.
Reviewed-by: Jason Ekstrand <[email protected]>
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