| Commit message (Collapse) | Author | Age | Files | Lines |
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Instead of plain snprintf(). To fix the MSVC 2013 build.
Fixes: 6ff0c6f4ebc ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <[email protected]>
Cc: Brian Paul <[email protected]>
Cc: Roland Scheidegger <[email protected]>
Signed-off-by: Andres Gomez <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Fixes new piglit test:
tests/spec/glsl-1.20/execution/qualifiers/vs-out-conversion-int-to-float-vec4-index.shader_test
Reviewed-by: Ian Romanick <[email protected]>
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There's no point in walking the program if we're never going to actually
lower anything.
Reviewed-by: Timothy Arceri <[email protected]>
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Fixes: d1992255bb29054fa51763376d125183a9f602f3
("meson: Add build Intel "anv" vulkan driver")
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Python 2 had two integer types: int and long. Python 3 dropped the
latter, as it made the int type automatically support bigger numbers.
As a result, Python 3 lost the 'L' suffix on integer litterals.
This probably doesn't make much difference when compiling the generated
C code, but adding it explicitly means that both Python 2 and 3 generate
the exact same C code anyway, which makes it easier to compare and check
for discrepencies when moving to Python 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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The hex() builtin returns a string containing the hexa-decimal
representation of an integer.
When the argument is not an integer, then the function calls that
object's __hex__() method, if one is defined. That method is supposed to
return a string.
While that's not explicitly documented, that string is supposed to be a
valid hexa-decimal representation for a number. Python 2 doesn't enforce
this though, which is why we got away with returning things like
'NIR_TRUE' which are not numbers.
In Python 3, the hex() builtin instead calls an object's __index__()
method, which itself must return an integer. That integer is then
automatically converted to a string with its hexa-decimal representation
by the rest of the hex() function.
As a result, we really can't make this compatible with Python 3 as it
is.
The solution is to stop using the hex() builtin, and instead use a hex()
object method, which can return whatever we want, in Python 2 and 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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Signed-off-by: Rhys Perry <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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v2: ignore names on purpose, for consistency with other places where
we are doing the same (Alejandro)
v3: changes proposed by Timothy Arceri, implemented by Alejandro Piñeiro:
* Remove redundant 'struct active_xfb_varying'
* Update several comments, including spec quotes if needed
* Rename struct 'active_xfb_varying_array' to 'active_xfb_varyings'
* Rename variable 'array' to 'active_varyings'
* Replace one if condition for an assert (<MAX_FEEDBACK_BUFFERS)
* Remove BufferMode initialization (was already done)
v4: simplify output pointer handling (Timothy)
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Timothy Arceri <[email protected]>
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Whenever a non-zero stream is written to it now sets uses_streams to
true. This reflects the code in validate_geometry_shader_emissions for
GLSL.
v2: set uses_streams at gather_info instead that at spirv to nir
(Jason Ekstrand)
Reviewed-by: Jason Ekstrand <[email protected]>
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It looks like it was previously taking the SPIR-V instruction number
directly instead of looking up the constant value.
v2: use vtn_constant_value helper (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
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From SPIR-V 1.0 spec, section 3.20, "Decoration":
"Stream
Apply to an object or a member of a structure type. Indicates the
stream number to put an output on."
Note the "or", so that means that it is allowed for both a full struct
or a membef or a struct (although the wording is not really ideal, and
somewhat error-prone, imho).
We found this with some Geometry Streams tests for ARB_gl_spirv, where
the full gl_PerVertex is assigned Stream 0 (default value on OpenGL
for gl_PerVertex).
So this commit allows structs to have this Decoration, and sets the
stream at the nir variable if needed.
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
v2: squash two Decoration Stream patches (Jason)
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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These set the new explicit XFB members on nir_variable.
This is needed to support ARB_gl_spirv, as Vulkan doesn't support
transform feedback.
Reviewed-by: Timothy Arceri <[email protected]>
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This just sets has_transform_feedback_varyings on the shader.
Reviewed-by: Timothy Arceri <[email protected]>
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These are copied from the from the corresponding values in
ir_variable. The intention is to eventually use them in a pure-NIR
linker.
Reviewed-by: Timothy Arceri <[email protected]>
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We weren't returning at the end of the nir_isntr_type_deref case in
nir_instrs_equal and it was falling through to the default of false.
While we're at it, make the default unreachable because all statements
in the switch now have their own returns. Had we done that before, we
would have caught this bug a long time ago.
Fixes: 19a4662a540a8c94 "nir: Add a deref instruction type"
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Reviewed-by: Thomas Helland<[email protected]>
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Fixes: d800b7daa5440 "nir: Add a helper for figuring out what..."
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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v2: use nir_metadata_preserve
preserve metadata in case of !progress
Fixes: 074f5ba0b56b12ddaca81eac3d9ed19da7054297
"nir: Add a simple int64 lowering pass"
Signed-off-by: Karol Herbst <[email protected]>
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Now that the elements version handles both cases, remove the
non-elements version.
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Keep information in acp_entry whether the entry is full or not, and
use the ACP in more nodes when visiting the instructions:
- add_copy: write whole variables to the ACP state (regardless the
type).
- visit(ir_dereference_variable *): perform the propagation here if we have a
full candidate. Element-wise here doesn't apply because the mask
isn't available at this point.
- visit_leave(ir_assignment *): process beyond scalar and vector, as
the full variables might have other types.
Also import an improvement from opt_copy_propagation.cpp: if ir_call
is an intrinsic, we know the variables affected, so keep going.
v2: (all from Eric Anholt)
Describe how acp_entry attributes are used.
Don't do book-keeping to avoid adding repeated element to
the dsts in write_elements().
v3: Use _mesa_set_remove_key. (Thomas Helland)
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Until now, we had separate passes for lowering gl_PatchVerticesIn to
a statically known constant (for TES inputs when linked against a TCS),
and a uniform in the other cases. Annoyingly, one had to be run before
nir_lower_system_values, and the other afterward. This simplified the
passes, but made life painful for the callers.
This patch combines both into a single pass. If you give it a non-zero
static count, it uses that. If you give it Mesa state slots, it turns
it back into a built-in uniform. Otherwise, it does nothing.
This also moves the i965 uniform lowering out to shared code.
v2: Make token arrays const.
Reviewed-by: Eric Anholt <[email protected]>
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This is controlled by a new nir_shader_compiler_options flag, and fixes
dEQP-GLES3.functional.shaders.builtin_variable.pointcoord on V3D.
Reviewed-by: Kenneth Graunke <[email protected]>
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This breaks printing input/output variables with more than
4 components like mat4.
Fixes: 1beef89ad8 ("nir: prepare for bumping up max components to 16")
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Spotted in a shader in Batman: Arkham City.
Reviewed-by: Timothy Arceri <[email protected]>
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nir_sweep assumes that constants area always allocated off the variable
to which they belong. Violating this assumption causes them to get
freed early and leads to use-after-free bugs.
Fixes: 120da00975541 "nir: add serialization and deserialization"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107366
Reviewed-by: Lionel Landwerlin <[email protected]>
Tested-by: Mark Janes <[email protected]>
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we need rounding modes on other conversions involving floats and it is easier
to rename f2f16_undef than renaming all the other ones.
v2: rebased on master
Reviewed-by: Jason Ekstrand <[email protected]>
Acked-by: Rob Clark <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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also move some of the GLSL builtins over we will need for implementing
some OpenCL builtins
v2: replace NIR_IMM_FP by nir_imm_floatN_t in ported code
fix up changes caused by swizzle rework
Reviewed-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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Lightly edited to be valid 'C' code.
Is there a bug open to fix this upstream?
Acked-by: Jason Ekstrand <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
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Python 2 has a range() function which returns a list, and an xrange()
one which returns an iterator.
Python 3 lost the function returning a list, and renamed the function
returning an iterator as range().
As a result, using range() makes the scripts compatible with both Python
versions 2 and 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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In Python 2, iterators had a .next() method.
In Python 3, instead they have a .__next__() method, which is
automatically called by the next() builtin.
In addition, it is better to use the iter() builtin to create an
iterator, rather than calling its __iter__() method.
These were also introduced in Python 2.6, so using it makes the script
compatible with Python 2 and 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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In Python 2, dictionaries have 2 sets of methods to iterate over their
keys and values: keys()/values()/items() and iterkeys()/itervalues()/iteritems().
The former return lists while the latter return iterators.
Python 3 dropped the method which return lists, and renamed the methods
returning iterators to keys()/values()/items().
Using those names makes the scripts compatible with both Python 2 and 3.
Signed-off-by: Mathieu Bridon <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Reviewed-by: Dylan Baker <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Spotted in a shader in Batman: Arkham City.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Delegating constructors is a C++11 feature, so this was breaking when
compiling with C++98. Change the copy_propagation_state() calls that
used the convenience constructor to use a static member function
instead.
Since copy_propagation_state is expected to be heap allocated, this
change is a good fit.
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107305
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Allow the capability to be exposed, and convert the new execution mode
into fs state.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The commit 76dfed8ae2d5 changed nir_intrinsics.h to be a generated
header, but the corresponding dependency was not updated for Android.
It causes the error:
[ 0% 19/4336] target C: libmesa_pipe_radeonsi <= external/mesa/src/gallium/drivers/radeonsi/si_debug.c
...
In file included from external/mesa/src/gallium/drivers/radeonsi/si_debug.c:25:
In file included from external/mesa/src/gallium/drivers/radeonsi/si_pipe.h:28:
In file included from external/mesa/src/gallium/drivers/radeonsi/si_shader.h:140:
In file included from external/mesa/src/amd/common/ac_llvm_build.h:30:
external/mesa/src/compiler/nir/nir.h:966:10: fatal error: 'nir_intrinsics.h' file not found
^~~~~~~~~~~~~~~~~~
1 error generated.
Fixes: 76dfed8ae2d5 ("nir: mako all the intrinsics")
Signed-off-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Mauro Rossi <[email protected]>
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There always is a continue block, so let us just do unreachable.
Reviewed-by: Jason Ekstrand <[email protected]>
Fixes: 8cacf38f527 "nir: Do not use continue block after removing it."
CC: 18.1 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107312
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Reinserting code directly before a jump means the block gets split
and merged, removing the original block and replacing it in the
process.
Hence keeping a pointer to the continue block over a reinsert
causes issues.
This code changes nir_opt_if to simply look for the new continue
block.
Reviewed-by: Jason Ekstrand <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107275
CC: 18.1 <[email protected]>
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else-branch
When handling 'if' in copy propagation elements, if a certain variable
was killed when processing the first branch of the 'if', then the
second would get any propagation from previous nodes.
x = y;
if (...) {
z = x; // This would turn into z = y.
x = 22; // x gets killed.
} else {
w = x; // This would NOT turn into w = y.
}
With the change, we let copy propagation happen independently in the
two branches and only then apply the killed values for the subsequent
code.
One example in shader-db part of shaders/unity/8.shader_test:
(assign (xyz) (var_ref col_1) (var_ref tmpvar_8) )
(if (expression bool < (swiz y (var_ref xlv_TEXCOORD0) )(constant float (0.000000)) ) (
(assign (xyz) (var_ref col_1) (expression vec3 + (var_ref tmpvar_8) ... ) ... )
)
(
(assign (xyz) (var_ref col_1) (expression vec3 lrp (var_ref col_1) ... ) ... )
))
The variable col_1 was replaced by tmpvar_8 in the then-part but not
in the else-part.
NIR deals well with copy propagation, so it already covered for the
missing ones that this patch fixes.
Reviewed-by: Eric Anholt <[email protected]>
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Instead of keeping multiple acp_entries in lists, have a single
acp_entry per variable. With this, the implementation of clone is more
convenient and now fully implemented. In the previous code, clone was
only partial.
Before this patch, each acp_entry struct represented a write to a
variable including LHS, RHS and a mask of what channels were written
to. There were two main hash tables, the first (lhs_ht) stored a list
of acp_entries per LHS variable, with the values available to copy for
that variable; the second (rhs_ht) was a "reverse index" for the first
hash table, so stored acp_entries per RHS variable.
After the patch, there's a single acp_entry struct per LHS variable,
it contains an array with references to the RHS variables per
channel. There now is a single hash table, from LHS variable to the
corresponding entry. The "reverse index" is stored in the ACP entry,
in the form of a set of variables that copy from the LHS. To make the
clone operation cheaper, the ACP entries are created on demand.
This should not change the result of copy propagation, a later patch
will take advantage of the clone operation.
v2: Add note clarifying how the hashtable is destroyed.
v3: (all from Eric Anholt)
Add remove_unused_var_from_dsts() function for reuse.
Remove from dsts as we go instead of clearing at the end.
Add clarifying comment to erase().
Reviewed-by: Eric Anholt <[email protected]>
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Separate higher level logic of visiting instructions and chosing when
to store and use new copy data from the datastructure holding the copy
propagation information. This will also make easier later patches that
change the structure.
v2: Remove empty destructor and clarify how hash tables are destroyed.
Reviewed-by: Eric Anholt <[email protected]>
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The "__inst" will contain the name used for the variable of type
"__type *". Parenthesis is not necessary as the name itself shouldn't
be an expression.
Fixes warning:
In file included from ../../src/mesa/main/mtypes.h:49,
from ../../src/intel/compiler/brw_compiler.h:30,
from ../../src/intel/compiler/brw_shader.h:29,
from ../../src/intel/compiler/brw_fs.h:31,
from ../../src/intel/compiler/brw_fs_cse.cpp:24:
../../src/intel/compiler/brw_fs_cse.cpp: In member function ‘bool fs_visitor::opt_cse_local(bblock_t*)’:
../../src/compiler/glsl/list.h:675:12: warning: unnecessary parentheses in declaration of ‘entry’ [-Wparentheses]
__type *(__inst); \
^
../../src/intel/compiler/brw_fs_cse.cpp:257:10: note: in expansion of macro ‘foreach_in_list_use_after’
foreach_in_list_use_after(aeb_entry, entry, &aeb) {
^~~~~~~~~~~~~~~~~~~~~~~~~
Reviewed-by: Anuj Phogat <[email protected]>
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Fixes warning:
../../src/compiler/spirv/vtn_variables.c: In function ‘var_decoration_cb’:
../../src/compiler/spirv/vtn_variables.c:1400:12: warning: ‘is_vertex_input’ may be used uninitialized in this function [-Wmaybe-uninitialized]
bool is_vertex_input;
^~~~~~~~~~~~~~~
The code used to set is_vertex_input in all possible codepaths, but
after 23edc5b1ef3 "spirv: translate default-block uniforms" the
compiler isn't sure all codepaths will initialize the variable.
Reviewed-by: Anuj Phogat <[email protected]>
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v2: reword comment about lower_helper_invocations to be more clear
that it might not work on all hardware
v3: add special variant of load_sample_id which does not imply per-
sample shading
Signed-off-by: Rob Clark <[email protected]>
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Now the deref is the first src.
Signed-off-by: Rob Clark <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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One of these was seen in a Deus Ex shader.
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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