| Commit message (Collapse) | Author | Age | Files | Lines |
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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 <[email protected]>
CC: <[email protected]>
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It should have been removed after 00c47e111c.
Cc: Jason Ekstrand <[email protected]>
Cc: Connor Abbott <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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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 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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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 <[email protected]>
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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 <[email protected]>
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Use an anonymous union of structs to help keep the structure small and
better organized.
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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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 <[email protected]>
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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 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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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 <[email protected]>
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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 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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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 <[email protected]>
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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 <[email protected]>
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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 <[email protected]>
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Reviewed-by: Connor Abbott <[email protected]>
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Previously, we were using the type of the variable which is incorrect.
Cc: "17.1" <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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It's closing a "{" at the begining of a switch case.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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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 <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: NIR fmax/fmin already handles NaN (Connor).
Reviewed by: Elie Tournier <[email protected]>
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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 <[email protected]>
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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" <[email protected]>
Tested-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Vedran Miletić <[email protected]>
Acked-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
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Since we already do fabs on the one source, we're guaranteed to get
positive infinity if we get any infinity at all. Since +inf only has
one IEEE 754 representation, we can use an integer comparison and avoid
all of the ordered/unordered issues.
Cc: Dave Airlie <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Some SPIR-V texturing instructions pack more than the texture coordinate
into the coordinate source. We need to mask off the unused channels.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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NIR is a typeless IR and the two opcodes, when considered bitwise, do
exactly the same thing. There's no reason to have two versions.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was falling into the quantizetof16 path.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This just adds the support at the spirv->nir level for the Int64
cap.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This adds the spirv->nir conversion for int64 types.
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Allow that capability if the driver indicates that it is supported, and
flag whether images are read-only/write-only in the nir_variable (based
on the NonReadable and NonWritable decorations), which drivers may need
to implement this.
Signed-off-by: Alex Smith <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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As soon as we support shaderStorageImageWriteWithoutFormat we can see
write-only images (sampled == 2) that don't have a format specified.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99465
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Juan A. Suarez Romero <[email protected]>
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of zero/infinity.
See "glsl: Rewrite atan2 implementation to fix accuracy and handling
of zero/infinity." for the rationale, but note that the instruction
count benefit discussed there is somewhat less important for the SPIRV
implementation, because the current code already emitted no control
flow instructions -- Still this saves us one hardware instruction per
scalar component on Intel SKL hardware.
Fixes the following Vulkan CTS tests on Intel hardware:
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.scalar
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec2
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec3
dEQP-VK.glsl.builtin.precision.atan2.highp_compute.vec4
dEQP-VK.glsl.builtin.precision.atan2.mediump_compute.vec2
dEQP-VK.glsl.builtin.precision.atan2.mediump_compute.vec4
Note that most of the test-cases above expect IEEE-compliant handling
of atan2(±∞, ±∞), which this patch doesn't explicitly handle, so
except for the last two the test-cases above weren't expected to pass
yet. The reason they do is that the i965 back-end implementation of
the NIR fmin and fmax instructions is not quite GLSL-compliant (it
complies with IEEE 754 recommendations though), because fmin/fmax of a
NaN and a non-NaN argument currently always return the non-NaN
argument, which causes atan() to flush NaN to one and return the
expected value. The front-end should probably not be relying on this
behavior for correctness though because other back-ends are likely to
behave differently -- A follow-up patch will handle the atan2(±∞, ±∞)
corner cases explicitly.
v2: Fix up argument scaling to take into account the range and
precision of exotic FP24 hardware. Flip coordinate system for
arguments along the vertical line as if they were on the left
half-plane in order to avoid division by zero which may give
unspecified results on non-GLSL 4.1-capable hardware. Sprinkle in
some more comments.
Reviewed-by: Ian Romanick <[email protected]>
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Fixes:
dEQP-VK.spirv_assembly.instruction.compute.opspecconstantop.vector_related
dEQP-VK.spirv_assembly.instruction.graphics.opspecconstantop.vector_related*
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0 13.0" <[email protected]>
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Looking at the following bit of SPIRV shader :
...
%zero = OpConstant %i32 0
%ivec3_0 = OpConstantComposite %ivec3 %zero %zero %zero
%vec3_undef = OpUndef %ivec3
%sc_0 = OpSpecConstant %i32 0
%sc_1 = OpSpecConstant %i32 0
%sc_2 = OpSpecConstant %i32 0
...
Our compiler currently stops parsing variables & types on the OpUndef
and switches to instructions, leaving the following sc_[0-2] variables
untreated.
Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Cc: "17.0 13.0" <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Signed-off-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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