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Introduced on commit 157c9a13414b524ce98ea0ea07fce819efc1ba65
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Gather operations in both GLSL and SPIR-V require a sampler. Fixes
gathers returning garbage when using separate texture/samplers (on AMD,
was using an invalid sampler descriptor).
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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We should use the result type of the OpSampledImage opcode, rather than
the type of the underlying image/samplers.
This resolves an issue when using separate images and shadow samplers
with glslang. Example:
layout (...) uniform samplerShadow s0;
layout (...) uniform texture2D res0;
...
float result = textureLod(sampler2DShadow(res0, s0), uv, 0);
For this, for the combined OpSampledImage, the type of the base image
was being used (which does not have the Depth flag set, whereas the
result type does), therefore it was not being recognised as a shadow
sampler. This led to the wrong LLVM intrinsics being emitted by RADV.
Signed-off-by: Alex Smith <asmith@feralinteractive.com>
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
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It's rather surprising that we've never actually hit this before.
Aparently, Ian's SPIR-V generator currently claims the Simple when you
don't do anything complex. We really shouldn't assert-fail on it.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: mesa-stable@lists.freedesktop.org
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It's redundant with nir_shader::info::stage.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: mesa-stable@lists.freedesktop.org
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Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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Per the SPIR-V spec 2.11 Structured Control Flow:
"The only blocks in a construct that can branch outside the construct are
...
- a break block for the innermost loop it is inside of.
..."
With
"Break block: A block containing a branch to the Merge Block of a loop header's merge instruction."
Note that it puts no restriction on not being in an if or switch within the innermost loop.
This passes the loop_break block to the switch body so it can properly detect loop breaks.
CC: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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It's not SPIR-V that's backwards from GLSL, it's Vulkan that's backwards
from GL. Let's make NIR consistent with the source language and do the
flipping inside the Vulkan driver instead.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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When a conditional branch has the same labels in the "if" part and in the
"else" part, then we have the same cfg block, and it must be handled
once.
v2: handle it the same way as OpBranch (Jason).
Fixes:
dEQP-VK.spirv_assembly.instruction.compute.conditional_branch.same_labels*
dEQP-VK.spirv_assembly.instruction.graphics.conditional_branch.same_labels*
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Currently we support 32-bit indexes/offsets all over the driver, so we
convert them to that bit size.
Fixes dEQP-VK.spirv_assembly.instruction.*.indexing.*
v2: Use u2u32 instead (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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I have no idea how this got missed but it's been missing since forever.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Quiets a number of uninitialized variable warnings in clang.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
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Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Cc: "17.1 17.2" <mesa-stable@lists.freedesktop.org>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Now that vtn_type has piles of unions, we should assert sanity before
setting fields that may stomp others.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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The old table based spirv_*_to_string functions would return NULL for
any values "inside" the table that didn't have entries. The tables also
needed to be updated by hand each time a new spirv.h was imported.
Generate the file instead.
v2: Make this script work more like src/mesa/main/format_fallback.py.
Suggested by Jason. Remove SCons supports. Suggested by Jason and
Emil. Put all the build work in Makefile.nir.am in lieu of adding a new
Makefile.spirv.am. Suggested by Emil. Add support for Android builds
based on code provided by Emil.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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We were hitting the
unreachable("Invalid image opcode")
near the end of vtn_handle_image when parsing the
SpvOpAtomicCompareExchange opcode.
v2: Add stable CC.
v3: Ignore SpvOpAtomicCompareExchangeWeak. It requires the Kernel
capability which is not exposed in Vulkan, and spirv_to_nir is not used
for OpenCL which does support it.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
CC: <mesa-stable@lists.freedesktop.org>
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It should have been removed after 00c47e111c.
Cc: Jason Ekstrand <jason@jlekstrand.net>
Cc: Connor Abbott <cwabbott0@gmail.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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Now that we have proper pointer types, we can be more sensible about the
way we set up function arguments and deal with the two cases of pointer
vs. SSA parameters distinctly.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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We're going to want the full vtn_type available to us anyway at which
point glsl_type isn't really buying us anything.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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This adds a vtn concept of base_type as well as a couple of other
fields. This lets us be a tiny bit more efficient in some cases but,
more importantly, it will eventually let us express things the GLSL type
system can't.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Use an anonymous union of structs to help keep the structure small and
better organized.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Now that we have a pointer wrapper class, we can create offsets for UBOs
and SSBOs up-front instead of waiting until we have the full access
chain. For push constants, we still use the old mechanism because it
provides us with some nice range information.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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This has the advantage of moving all of the "extend an access chain"
code into one place.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Everyone now calls it with stop_at_matrix = false. Since we're now
always walking all the way to the end of the access chain, the type
returned is just the same as ptr->type;
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Instead of handling all of the complexity at the end, we choose to
decorate types a bit more cleverly. When we have a row-major matrix
type, we give it the stride of a single vector and give it's array
element type (which represents a column) the actual matrix stride.
Previously, we were using stop_at_matrix and handling everything from
matrix on down as special cases but now we walk the access chain all the
way to the end and then load. Even though this looks like it may lead
to a significant functional change, it doesn't. The reason why we
needed to do stop_at_matrix before was to handle row-major properly
since the offsets and strides would be all out-of-order. Now that row
major matrix types have the small stride on the matrix and the large
stride on the vector, offsetting to a single column of a row-major
matrix works fine. The load/store code simply picks up on the fact that
the stride isn't the type size and does multiple loads. The generated
code from these methods should be the same.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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The vtn_pointer structure provides a bit better abstraction than passing
access chains around directly. For one thing, if the pointer just
points to a variable, we don't need the access chain at all. Also,
pointers know what their dereferenced type is so we can avoid passing
the type in a bunch of places. Finally, pointers can, in theory, be
extended to the case where you don't actually know what variable is
being referenced.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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We're about to add a vtn_pointer data structure and this will prevent
some rename churn in the next commit.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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We were originally handling them together because I was rather unclear
on the distinction. However, keeping them combined keeps the confusion.
Split them up so that it's more clear from the code how we expect the
two storage classes to be used.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Previously, we were using the type of the variable which is incorrect.
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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It's closing a "{" at the begining of a switch case.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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Before, we were just implementing it with a move, which is incorrect
when the source and destination have different bitsizes. To implement
it properly, we need to use the 64-bit pack/unpack opcodes. Since
glslang uses OpBitcast to implement packInt2x32 and unpackInt2x32, this
should fix them on anv (and radv once we enable the int64 capability).
v2: make supporting non-32/64 bit easier (Jason)
v3: add another assert (Jason)
Fixes: b3135c3c ("anv: Advertise shaderInt64 on Broadwell and above")
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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v2: NIR fmax/fmin already handles NaN (Connor).
Reviewed by: Elie Tournier <elie.tournier@collabora.com>
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According to GLSL.std.450 spec, SmoothStep expects input to be a
floating-point type, but it does not restrict the bitsize.
Current implementation relies on inputs to be 32-bit.
This commit extends the support to 64-bit size inputs.
Reviewed by: Elie Tournier <elie.tournier@collabora.com>
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Doom shipped with a broken version of GLSLang which handles samplers as
function arguments in a way that isn't spec-compliant. In particular,
it creates a temporary local sampler variable and copies the sampler
into it. While Dave has had a hack patch out for a while that gets it
working, we've never landed it because we've been hoping that a game
update would come out with fixed shaders. Unfortunately, no game update
appears on to be on the horizon and I've found this issue in yet another
application so I think we're stuck working around it. Hopefully, we can
delete this code one day.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99467
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Tested-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
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