| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Jason Ekstrand <[email protected]>
Cc: [email protected]
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c7affbf6875622a enabled GLSLOptimizeConservatively on some
drivers. The idea was to speed up compile times by running
the GLSL IR passes only once each time do_common_optimization()
is called. However loop unrolling can create a big mess and
with large loops can actually case compile times to increase
significantly due to a bunch of redundant if statements being
propagated to other IRs.
Here we make sure to clean things up before moving on.
There was no measureable difference in shader-db compile times,
but it makes compile times of some piglit tests go from a couple
of seconds to basically instant.
The shader-db results seemed positive also:
Totals:
SGPRS: 2829456 -> 2828376 (-0.04 %)
VGPRS: 1720793 -> 1721457 (0.04 %)
Spilled SGPRs: 7707 -> 7707 (0.00 %)
Spilled VGPRs: 33 -> 33 (0.00 %)
Private memory VGPRs: 3140 -> 2060 (-34.39 %)
Scratch size: 3308 -> 2180 (-34.10 %) dwords per thread
Code Size: 79441464 -> 79214616 (-0.29 %) bytes
LDS: 436 -> 436 (0.00 %) blocks
Max Waves: 558670 -> 558571 (-0.02 %)
Wait states: 0 -> 0 (0.00 %)
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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The old code assumed that loop terminators will always be at
the start of the loop, resulting in otherwise unrollable
loops not being unrolled at all. For example the current
code would unroll:
int j = 0;
do {
if (j > 5)
break;
... do stuff ...
j++;
} while (j < 4);
But would fail to unroll the following as no iteration limit was
calculated because it failed to find the terminator:
int j = 0;
do {
... do stuff ...
j++;
} while (j < 4);
Also we would fail to unroll the following as we ended up
calculating the iteration limit as 6 rather than 4. The unroll
code then assumed we had 3 terminators rather the 2 as it
wasn't able to determine that "if (j > 5)" was redundant.
int j = 0;
do {
if (j > 5)
break;
... do stuff ...
if (bool(i))
break;
j++;
} while (j < 4);
This patch changes this pass to be more like the NIR unrolling pass.
With this change we handle loop terminators correctly and also
handle cases where the terminators have instructions in their
branches other than a break.
V2:
- fixed regression where loops with a break in else were never
unrolled in v1.
- fixed confusing/wrong naming of bools in complex unrolling.
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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do-while loops can increment the starting value before the
condition is checked. e.g.
do {
ndx++;
} while (ndx < 3);
This commit changes the code to detect this and reduces the
iteration count by 1 if found.
V2: fix terminator spelling
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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These instructions will be executed on every iteration of the loop
we cannot drop them.
V2:
- move removal of unreachable terminators from the terminator list
to the same place they are removed from the IR as suggested by
Nicolai.
Reviewed-by: Nicolai Hähnle <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This gets pretty much the entire classic tree building, as well as
i965, including the various glapis. There are some workarounds for bugs
that are fixed in meson 0.43.0, which is due out on October 8th.
I have tested this with piglit using glx.
v2: - fix typo "vaule" -> "value"
- use gtest dep instead of linking to libgtest (rebase error)
- use gtest dep instead of linking against libgtest (rebase error)
- copy the megadriver, then create hard links from that, then delete
the megadriver. This matches the behavior of the autotools build.
(Eric A)
- Use host_machine instead of target_machine (Eric A)
- Put a comment in the right place (Eric A)
- Don't have two variables for the same information (Eric A)
- Put pre_args at top of file in this patch (Eric A)
- Fix glx generators in this patch instead of next (Eric A)
- Remove -DMESON hack (Eric A)
- add sha1_h to mesa in this patch (Eric A)
- Put generators in loops when possible to reduce code in
mapi/glapi/gen (Eric A)
v3: - put HAVE_X11_PLATFORM in this patch
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This was missed in a rebase, and doesn't affect radv or anv, only i965.
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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In truth gtest is an external dependency that upstream expects you to
"vendor" into your own tree. As such, it makes sense to treat it more
like a dependency than an internal library, and collect it's
requirements together in a dependency object.
v2: - include with -isystem instead of setting compiler args (Eric)
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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It's inside an if-statement that already checks that the variables are
not NULL.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The optimization as done in opt_copy_propagation would have to be
removed in the next patch. If we just eliminate that optimization
altogether, shader-db results, even on platforms that use NIR, are hurt
quite substantially. I have not investigated why NIR isn't picking up
the slack here.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Cc: Jason Ekstrand <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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case
Instead of generating a sequence like:
run_default = true;
if (i == 3) // some label that appears after default
run_default = false;
if (i == 4) // some label that appears after default
run_default = false;
...
if (run_default) {
...
}
generate something like:
run_default = !((i == 3) || (i == 4) || ...);
if (run_default) {
...
}
This eliminates one use of conditional assignment, and it enables the
elimination of another.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Previously the instruction stream was walked looking for comparisons
with case-label values. This should generate nearly identical code.
For at least fs-default-notlast-fallthrough.shader_test, the code is
identical.
This change will make later changes possible.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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The values being compared are scalars, so these are the same. While
I'm here, simplify the run_default condition to just deref the flag
(instead of comparing a scalar bool with true).
There is a bit of extra change in this patch. When constructing an
ir_binop_equal ir_expression, there is an assertion that the types are
the same. There is no such assertion for ir_binop_all_equal, so
passing glsl_type::uint_type with glsl_type::int_type was previously
fine. A bunch of the code motion is to deal with that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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init-expression
This happens to work now because ir_binop_all_equal is used. This
causes vector typed init-expressions to produce scalar Boolean values
after comparison.
The next commit changes ir_binop_all_equal to ir_binop_equal. Vector
typed init-expressions will then produce vector Boolean values, and, in
debug builds, the ir_assignment constructor will fail an assertion.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Mostly tabs-before-spaces, but there was some other trivium too.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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This is basically a wash now, but it simplifies later patches that
convert to using ir_builder.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Mostly tabs-before-spaces, but there was some other trivium too.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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Mostly tabs-before-spaces issues.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
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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: <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It leads to surprising states with integer inputs and outputs on
vertex processing stages (e.g. geometry stages). Instead, rely on the
driver to choose smooth interpolation by default.
We still allow varyings to match when one stage declares it as smooth
and the other declares it without interpolation qualifiers.
Reviewed-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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GLSL ES requires both, and while GLSL explicitly doesn't require correct
overflow handling, it does appear to require handling input inf/denorms
correctly.
Fixes dEQP-GLES31.functional.shaders.builtin_functions.precision.ldexp.*
Cc: [email protected]
Acked-by: Matt Turner <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
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This allows building and installing the Intel "anv" Vulkan driver using
meson and ninja, the driver has been tested against the CTS and has
seems to pass the same series of tests (they both segfault when the CTS
tries to run wayland wsi tests).
There are still a mess of TODO, XXX, and FIXME comments in here. Those
are mostly for meson bugs I'm trying to fix, or for additional things to
implement for other drivers/features.
I have configured all intermediate libraries and optional tools to not
build by default, meaning they will only be built if they're pulled in
as a dependency of a target that will actually be installed) this allows
us to avoid massive if chains, while ensuring that only the bits that
need to be built are.
v2: - enable anv, x11, and wayland by default
- add configure option to disable valgrind
v3: - fix typo in meson_options (Nicholas)
v4: - Remove dead code (Eric)
- Remove change to generator that was from v0 (Eric)
- replace if chain with loop (Eric)
- Fix typos (Eric)
- define HAVE_DLOPEN for both libdl and builtin dl cases (Eric)
v5: - rebase on util string buffer implementation
Signed-off-by: Dylan Baker <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> (v4)
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Length of the token was already calculated by flex and stored in yyleng,
no need to implicitly call strlen() via linear_strdup().
Signed-off-by: Thomas Helland <[email protected]>
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
V2: Also convert this pattern in glsl_lexer.ll
V3: Remove a misplaced comment
V4: Use a temporary char to avoid type change
Remove bogus +1 on length check of identifier
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Migrate removal of line continuations to string_buffer. Before this
it used ralloc_strncat() to append strings, which internally
each time calculates strlen() of its argument. Its argument is
entire shader, so it multiple time scans the whole shader text.
Signed-off-by: Vladislav Egorov <[email protected]>
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
V2: Adapt to different API of string buffer (Thomas Helland)
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Signed-off-by: Thomas Helland <[email protected]>
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>
V2: Pointed out by Timothy
- Fix pp.c reralloc size issue and comment
V3 - Use vprintf instead of printf where we should
- Fixes failing make-check tests
V4 - Use buffer_append_char in a couple places
- Use append_char in even more places
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The initial helpers add support for removing unused varyings between
stages.
V2:
- Moved the io mask helper function into this file rather than
nir.h so it's not used elsewhere considering it doesn't handle
all corner cases.
- Use bitmask rather than hash table to handle tcs outputs (Ken)
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used by the nir linking pass so that we don't remove
otherwise unused varyings.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Will be used in nir link pass to decided if we can remove a varying
or not.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Reviewed-by: Samuel Pitoiset <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=102904
Fixes: 15cae12804e ("glsl/linker: fix output variable overlap check")
Reviewed-by: Kenneth Graunke <[email protected]>
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Having this separate just makes the code harder to follow, and
requires an extra walk of the IR.
Reviewed-by: Thomas Helland <[email protected]>
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Reviewed-by: Thomas Helland <[email protected]>
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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 <[email protected]>
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Prevent an overflow caused by too many output variables. To limit the
scope of the issue, write to the assigned array only for the non-ES
fragment shader path, which is the only place where it's needed.
Since the function will bail with an error when output variables with
overlapping components are found, (max # of FS outputs) * 4 is an upper
limit to the space we need.
Found by address sanitizer.
Fixes dEQP-GLES3.functional.attribute_location.bind_aliasing.*
Cc: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
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There was no reason to treat array types and record types differently.
Unifying them saves a bunch of code and saves a few bytes in every
ir_constant.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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The next patch will unify ::array_elements and ::components, so the
name ::array_elements wouldn't be appropriate. A lot of things use
the names array_elements and components, so grepping for either is
pretty useless.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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glsl/ast_type.cpp: In function ‘void merge_bindless_qualifier(YYLTYPE*, _mesa_glsl_parse_state*, const ast_type_qualifier&, const ast_type_qualifier&)’:
glsl/ast_type.cpp:189:35: warning: unused parameter ‘loc’ [-Wunused-parameter]
merge_bindless_qualifier(YYLTYPE *loc,
^~~
glsl/ast_type.cpp:191:52: warning: unused parameter ‘qualifier’ [-Wunused-parameter]
const ast_type_qualifier &qualifier,
^~~~~~~~~
glsl/ast_type.cpp:192:52: warning: unused parameter ‘new_qualifier’ [-Wunused-parameter]
const ast_type_qualifier &new_qualifier)
^~~~~~~~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_rvalue::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:512:44: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_rvalue::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_texture::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:705:45: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_texture::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_assignment::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:851:48: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_assignment::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/ir_constant_expression.cpp: In member function ‘virtual ir_constant* ir_constant::constant_expression_value(void*, hash_table*)’:
glsl/ir_constant_expression.cpp:859:46: warning: unused parameter ‘mem_ctx’ [-Wunused-parameter]
ir_constant::constant_expression_value(void *mem_ctx, struct hash_table *)
^~~~~~~
glsl/linker.cpp: In function ‘void link_xfb_stride_layout_qualifiers(gl_context*, gl_shader_program*, gl_linked_shader*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1655:60: warning: unused parameter ‘linked_shader’ [-Wunused-parameter]
struct gl_linked_shader *linked_shader,
^~~~~~~~~~~~~
glsl/linker.cpp: In function ‘void link_bindless_layout_qualifiers(gl_shader_program*, gl_program*, gl_shader**, unsigned int)’:
glsl/linker.cpp:1693:52: warning: unused parameter ‘gl_prog’ [-Wunused-parameter]
struct gl_program *gl_prog,
^~~~~~~
glsl/lower_distance.cpp: In member function ‘virtual void {anonymous}::lower_distance_visitor_counter::handle_rvalue(ir_rvalue**)’:
glsl/lower_distance.cpp:652:59: warning: unused parameter ‘rv’ [-Wunused-parameter]
lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
^~
glsl/opt_array_splitting.cpp: In member function ‘virtual ir_visitor_status {anonymous}::ir_array_reference_visitor::visit_leave(ir_assignment*)’:
glsl/opt_array_splitting.cpp:198:56: warning: unused parameter ‘ir’ [-Wunused-parameter]
ir_array_reference_visitor::visit_leave(ir_assignment *ir)
^~
glsl/glsl_parser_extras.cpp: In function ‘void assign_subroutine_indexes(gl_shader*, _mesa_glsl_parse_state*)’:
glsl/glsl_parser_extras.cpp:1869:45: warning: unused parameter ‘sh’ [-Wunused-parameter]
assign_subroutine_indexes(struct gl_shader *sh,
^~
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
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In GLSL ES 3.10 session 4.9 [Memory Access Qualifiers], it has the
following description:
"A variable could be qualified as both readonly and writeonly,
disallowing both read and write, but still be passed to
imageSize() to have the size queried.".
This is for image variable, but not for buffer variables.
According to https://github.com/KhronosGroup/OpenGL-API/issues/7 Khronos
intent is to allow both readonly and writeonly in buffer variables, and
as such it will update the GLSL specification.
This commit address this issue, and fixes:
KHR-GL{43,44,45}.shader_storage_buffer_object.basic-readonly-writeonly
KHR-GLES31.core.shader_storage_buffer_object.basic-readonly-writeonly
v2: set correctly fields[i] memory flags (Samuel Pitoiset).
Reviewed-by: Samuel Pitoiset <[email protected]>
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Suggested-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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After get_variable_being_redeclared() has been called, it is no longer
safe to access the original variable pointer, since its memory might have
been freed.
Since callers of this function should only be accessing the variable pointer
returned by the function, avoid potential bugs by re-assigning the
original variable pointer to the result of the function call,
making it impossible for the remaining code to access an invalid variable
pointer.
Reviewed-by: Nicolai Hähnle <[email protected]>
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get_variable_being_redeclared() can delete the original variable
in a specific scenario. The code sets it to NULL after this so other
code in that same function doesn't try to access trashed memory after
the fact, however, the copy of that variable in the caller code
won't see any of this making it very easy to overlook.
Make the function a bit safer by taking a pointer to the original
variable so we can also make NULL the caller's pointer to the variable
if this function deletes it.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Since the original 'var' might have been deleted from this point forward.
Bugzila: https://bugs.freedesktop.org/show_bug.cgi?id=102685
Fixes: 51bf007d2c27fba (glsl: Disallow unsized array of atomic_uint)
Reviewed-by: Nicolai Hähnle <[email protected]>
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The function is only called from one place, which is hidden behind
the same `#ifdef DEBUG`.
Fixes: ca73c3358c91434e68ab "glsl: Mark functions static"
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Instead of setting based on set/unset, allow users to use boolean values.
In the docs and tests, use `DISABLE=true` instead of `DISABLE=1` as it's
clearer IMO.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
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