| Commit message (Collapse) | Author | Age | Files | Lines |
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Bindless samplers/images are represented with 64-bit unsigned
integers and they can be assigned with explicit constructors.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Memory/format layout qualifiers shouldn't be lost when arrays
of images are splitted by this pass.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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GL_ARB_bindless_texture allows images to be declared inside
structures, but when memory/format qualifiers are used, they
should be propagated when structures are splitted.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This handles a situation like:
struct {
layout (r32f) image2D imgs[6];
} s;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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This handles a situation like:
struct {
image2D imgs[6];
} s;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Otherwise we'd get progress continually set if we had non 64-bit
versions of these ops.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Fixes this warning:
In file included from ../../../src/compiler/glsl/ir.cpp:25:0:
../../../src/compiler/glsl/ir.h: In constructor 'ir_swizzle::ir_swizzle(ir_rvalue*, ir_swizzle_mask)':
../../../src/compiler/glsl/ir.h:1955:20: warning: 'ir_swizzle::mask' will be initialized after [-Wreorder]
ir_swizzle_mask mask;
^
../../../src/compiler/glsl/ir.h:1954:15: warning: 'ir_rvalue* ir_swizzle::val' [-Wreorder]
ir_rvalue *val;
^
../../../src/compiler/glsl/ir.cpp:1592:1: warning: when initialized here [-Wreorder]
ir_swizzle::ir_swizzle(ir_rvalue *val, ir_swizzle_mask mask)
^
Reviewed-by: Matt Turner <[email protected]>
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Maybe there is a better way to do this. But by the time we get to
assigning uniform locs, we want the atomic_uint's to all be gone,
otherwise we assert in st_glsl_attrib_type_size().
Signed-off-by: Rob Clark <[email protected]>
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Fixes some piglits like arb_shader_atomic_counters-active-counters
Signed-off-by: Rob Clark <[email protected]>
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This will be used for things such as adding driver specific environment
variables to the key. Allowing us to set environment vars that change
the shader and not have the driver ignore them if it finds existing
shaders in the cache.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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text data bss dec hex filename
7038459 235248 37280 7310987 6f8e8b 32-bit i965_dri.so before
7038227 235248 37280 7310755 6f8da3 32-bit i965_dri.so after
6681438 303400 50608 7035446 6b5a36 64-bit i965_dri.so before
6681254 303400 50608 7035262 6b597e 64-bit i965_dri.so after
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Potentially more efficient as it may avoid the struct being initialised
twice.
Also add var to the initialisation list while we are here.
Reviewed-by: Samuel Pitoiset <[email protected]>
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Overwhelming majority of shaders don't use line continuations. In my
shader-db only shaders from the Talos Principle and Serious Sam used
them, less than 1% out of all shaders. Optimize for this case, don't
do any copying if no line continuation was found.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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strcmp() is slow. Initiate comparison with "__LINE__" or "__FILE__"
only if the identifier starts with '_', which is rare.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Conditional on allow_glsl_builtin_variable_redeclaration driconf option.
v2 (Samuel Pitoiset):
- Rename allow_glsl_builtin_redeclaration ->
allow_glsl_builtin_variable_redeclaration
- style: put spaces after 'if'
Signed-off-by: John Brooks <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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When we fallback currently the gl_program objects are re-allocated.
This is likely to change when the i965 cache lands, but for now
this fixes a crash when using MESA_GLSL=cache_fb. This env var
simulates the fallback path taken when a tgsi cache item doesn't
exist due to being evicted previously or some kind of error.
Unlike i965 we are always falling back at link time so it's safe to
just re-allocate everything. We will be unnecessarily freeing and
re-allocate a bunch of things here but it's probably not a huge deal,
and can be changed when the i965 code lands.
Fixes: 0e9991f957e2 ("glsl: don't reference shader prog data during cache fallback")
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Elie Tournier <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v2:
- fix copy&paste errors noted by Samuel
- rebase
Reviewed-by: Samuel Pitoiset <[email protected]>
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ARB_bindless_texture allows images to be declared inside
structures. This is similar to samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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In order to sort indices for images inside a struct array we
need to do something similar to samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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While we are at it, update the GLSL spec comment.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Like images, this prevents out-of-bound access when the explicit
binding layout qualifier is used with an array which contains
too much samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Building libmesa_amd_common fails with:
external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
^
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
libmesa_amd_common now depends on libmesa_nir, so add it as a dependency
and export the necessary directories.
Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Signed-off-by: Rob Herring <[email protected]>
Reviewed-by: Chih-Wei Huang <[email protected]>
Reviewed-by: Emil Velikov <[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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The spec text cited above says you can't, but only the GLSL 3.00 (redefine
or overload) case was implemented.
Fixes dEQP scoping.invalid.redefine_builtin_fragment/vertex.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Fixes DEQP's scoping.invalid.redeclare_function_fragment/vertex.
v2: Fix accidental rejection of prototype+decl.
Reviewed-by: Samuel Pitoiset <[email protected]> (v1)
Tested-by: Matt Turner <[email protected]>
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Fixes deqp_gles2 undefine_invalid_object_* failures.
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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From the spec,
Arrays are allowed as arguments, but not as the return type. [...] The
return type can also be a structure if the structure does not contain
an array.
Fixes DEQP shaders.functions.invalid.return_array_in_struct_fragment.
v2: Spec cite wording change
Reviewed-by: Samuel Pitoiset <[email protected]>
Tested-by: Matt Turner <[email protected]>
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Fixes: 53aa109b ("nir: add pass to lower atomic counters to SSBO")
Signed-off-by: Rob Clark <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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ARB_bindless_texture allows to declare image types inside
structures, which means we need to keep track of the format.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Just like other type hash tables are destroyed in
_mesa_glsl_release_types(), also destroy the ones for function and
subroutine types.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Copy nir_print.c's snprintf definition for now, to unbreak Windows
builds.
We can and should cleanup all snprintf definitions in a follow up
change, but I rather not leave Windows build broken any further.
Trivial.
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v2: - use is_sampler()/is_image() instead (Samuel Pitoiset)
Reviewed-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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In a situation like:
(tex vec4 (record_ref (var_ref f) tex) (constant vec2 (0.000000 0.000000)) 0 1 () )
The sampler needs to be lowered, otherwise this ends up with
"ir_dereference_variable @ 0x229a100 specifies undeclared variable
`ubo_load_temp' @ 0x2290440"
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From section 4.4.6 of the ARB_bindless_texture spec:
"If both bindless_sampler and bound_sampler, or bindless_image
and bound_image, are declared at global scope in any
compilation unit, a link- time error will be generated."
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 2.14.8 of the ARB_bindless_texture spec:
"(modify second paragraph, p. 126) ... against the
MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Samplers accessed
using texture handles (section 3.9.X) are not counted against
this limit."
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From section 5.4.1 of the ARB_bindless_texture spec:
"In the following four constructors, the low 32 bits of the
sampler type correspond to the .x component of the uvec2 and
the high 32 bits correspond to the .y component."
uvec2(any sampler type) // Converts a sampler type to a
// pair of 32-bit unsigned integers
any sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to
// a sampler type
uvec2(any image type) // Converts an image type to a
// pair of 32-bit unsigned integers
any image type(uvec2) // Converts a pair of 32-bit unsigned integers to
// an image type
v4: - fix up comment style
v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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For the explicit conversions.
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
From section 4.1.X of the ARB_bindless_texture spec:
"Images are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]> (v2)
Reviewed-by: Nicolai Hähnle <[email protected]>
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This will help for the explicit conversions for sampler and
image types as specified by ARB_bindless_texture.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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For the explicit pack/unpack conversions.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
v4: - invert the logic
v3: - update spec comment formatting
- keep the read_only check
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Yes, this is a bit hacky but we don't really have the choice.
Plain GLSL doesn't accept bindless samplers/images as l-values
while it's allowed when ARB_bindless_texture is enabled.
The default NULL parameter is because we can't access the
_mesa_glsl_parse_state object in few places in the compiler.
One is_lvalue(NULL) call is for IR validation but other checks
happen elsewhere, should be safe.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers aggregated into arrays within a shader (using square
brackets []) can be indexed with arbitrary integer expressions."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 4.3.4 of the ARB_bindless_texture spec
"(modify last paragraph, p. 35, allowing samplers and images as
fragment shader inputs) ... Fragment inputs can only be signed
and unsigned integers and integer vectors, floating point scalars,
floating-point vectors, matrices, sampler and image types, or
arrays or structures of these. Fragment shader inputs that are
signed or unsigned integers, integer vectors, or any
double-precision floating- point type, or any sampler or image
type must be qualified with the interpolation qualifier "flat"."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and
image types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and image
types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
From section 4.3.6 of the ARB_bindless_texture spec:
"Output variables can only be floating-point scalars,
floating-point vectors, matrices, signed or unsigned integers or
integer vectors, sampler or image types, or arrays or structures
of any these."
v3: - add spec comment
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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