| Commit message (Collapse) | Author | Age | Files | Lines |
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They are effectively (&x)[0] or *&x which does nothing.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Ken's rework of mesa/st builtins to NIR means that we'll have more NIR
shaders with color output types that are mismatched with the render target
types. Since this is behavior that GLSL doesn't require, add it as a
shader_info option so the driver can know that it needs to ignore the FS
output's base type in favor of the actual render target's. This prevents
needing additional variants in several mesa/st paths (clear, pbo upload,
pbo download), given that the driver already has to handle the variants
for any TGSI being passed to it (from u_blitter, for example).
Reviewed-by: Rob Clark <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jonathan Marek <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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All things being equal is better to keep the original order. Since
the new block is empty, push the phis in order to tail.
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Daniel Schürmann <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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We already defer handling the actual execution modes until after we've
created the shader. This just moves it a tiny bit further so we
actually have constants and types and can handle OpExecutionModeId.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Instead of handling it as part of the handling of constant instructions,
just stash the vtn_value when we see the decoration and handle it
explicitly later. This will let us re-order handling of constant
instructions without breaking the Vulkan SPIR-V requirement that
decorating a specialization constant as the WorkgroupSize built-in
overrides the workgroup size set as an execution mode.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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The uint version is less typing, supports different bit sizes, and is
probably a bit more safe because we're actually verifying that the
SPIR-V value is an integer scalar constant.
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
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Android.mk and autotools disagree about where generated files should
go, which wasn't a problem until we wanted to build a dist
tarball. This corrects the problem by changing the output and include
paths to be the same on android and autotools (meson already has the
correct include path).
Fixes: 7d7b30835cfb9eb89beca9fb8593d0954f79b84d
("automake: Fix path to generated source")
Reviewed-by: Tapani Pälli <[email protected]>
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Fixes: b63a1f8e40b6705d6a1d806fbd38dcd197d4229b
("glsl: Create file to contain software fp64 functions")
Reviewed-by: Jordan Justen <[email protected]>
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Fixes: b63a1f8e40b6705d6a1d806fbd38dcd197d4229b
("glsl: Create file to contain software fp64 functions")
Reviewed-by: Jordan Justen <[email protected]>
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Use the trick of adding and then subtracting 2**52 (52 is the number of
explicit mantissa bits a double-precision floating-point value has) to
implement round-to-even.
Cuts the number of instructions on SKL of the piglit test
fs-roundEven-double.shader_test from 109 to 21.
Reviewed-by: Roland Scheidegger <[email protected]>
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This allows us to avoid expensive string compares since we already have
a map to the pointers.
These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.
Fixes: c4cff5f40254 ("glsl: add basic support for resource list to shader cache")
Reviewed-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
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Under Vulkan, the double vertex attributes take up the same size
regardless of whether they are vertex inputs or any other stage
interface.
Under OpenGL (ARB_gl_spirv), from GLSL 4.60 spec, section 4.3.9
Interface Blocks:
"It is a compile-time error to have an input block in a vertex
shader or an output block in a fragment shader. These uses are
reserved for future use."
So we also don't need to check if it is an vertex input or not, and
use false in any case.
v2: (changes made by Alejandro Piñeiro)
* Update required after "spirv: Handle location decorations on
block interface members" own updates (original patch was sent
several months ago)
* After Neil suggesting it, confirm that this change can be also
done for OpenGL (ARB_gl_spirv). Expand commit message.
v3: update after changing name of main method on a previous patch
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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glsl_count_attribute_slots takes a parameter to specify whether the
type is being used as a vertex input because on GL double attributes
only take up one slot. Vulkan doesn’t make this distinction so this
patch renames the argument to is_gl_vertex_input in order to make it
more clear that it should always be false on Vulkan.
v2: minor variable renaming (s/member/member_type) (Tapani)
Reviewed-by: Tapani Pälli <[email protected]>
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Previously the code was taking any location decoration on the block
and using that to calculate the member locations for all of the
members. I think this was assuming that there would only be one
location decoration for the entire block. According to the Vulkan spec
it is possible to add location decorations to individual members:
“If the structure type is a Block but without a Location, then each
of its members must have a Location decoration. If it is a Block
with a Location decoration, then its members are assigned
consecutive locations in declaration order, starting from the
first member which is initially the Block. Any member with its own
Location decoration is assigned that location. Each remaining
member is assigned the location after the immediately preceding
member in declaration order.”
This patch makes it instead keep track of which members have been
assigned an explicit location. It also has a space to store the
location for the struct as a whole. Once all the decorations have been
processed it iterates over each member to fill in the missing
locations using the rules described above.
So, this commit is needed to get working a case like this, on both
Vulkan and OpenGL using SPIR-V (ARB_gl_spirv):
out block {
layout(location = 2) vec4 c;
layout(location = 3) vec4 d;
layout(location = 0) vec4 a;
layout(location = 1) vec4 b;
} name;
v2: (changes made by Alejandro Piñeiro)
* Update after introducing struct member splitting (See commit b0c643d)
* Update after only exposing interface_type for blocks, not to any struct
* Update after last changes done for xfb support
v3: use "assign" instead of "add" on the new method added (Tapani)
Signed-off-by: Neil Roberts <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Section 7.6.2.2 (Standard Uniform Block Layout) of the GL spec says:
The base offset of the first member of a structure is taken from the
aligned offset of the structure itself. The base offset of all other
structure members is derived by taking the offset of the last basic
machine unit consumed by the previous member and adding one.
The current code does not reflect this last sentence - it effectively
instead aligns up the next offset up to the alignment of the previous
member. This causes an issue in exactly one case:
layout(std140) uniform block {
layout(offset=0) vec3 var1;
layout(offset=12) float var2;
};
As per section 7.6.2.1 (Uniform Buffer Object Storage) and elsewhere, a
vec3 consumes 3 floats, i.e. 12 basic machine units. Therefore, `var1`
in the example above consumes units 0-11, with 12 being the first
available offset afterwards. However, before this commit, mesa
incorrectly assumes `var2` must start at offset=16 when using explicit
offsets, which results in a compile-time error. Without explicit
offsets, the shaders actually work fine, indicating that mesa is already
correctly aligning these fields internally. (Just not in the code that
handles explicit buffer offset parsing)
This patch should fix piglit tests:
ssbo-explicit-offset-vec3.vert
ubo-explicit-offset-vec3.vert
Signed-off-by: Niklas Haas <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This only implements the actual opcodes and does not implement support
for using them with specialization constants.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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We handle forward declarations by creating the pointer type with it's
storage type based on storage class and just waiting to fill out the
actual deref type until we get the OpTypePointer. Because any
composites using the forward declared type only care about the storage
type (i.e. uint64_t, uvec2, etc.) when creating their glsl_type, this
works fine and we can defer the actual deref_type as far as we need.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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This was valid back when the only valid types of pointers were uint32
and uvec2. Now that we're allowing more variety, it could be just about
anything so we'll just drop the assert.
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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These are simple scalar addresses.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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These correspond roughly to reading/writing OpenCL global pointers. The
idea is that they just take a bare address and load/store from it. Of
course, exactly what this address means is driver-dependent.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
Reviewed-by: Karol Herbst <[email protected]>
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During conversion type-length was lost due to math.
v2 (Jason Ekstrand):
- Use a size/offset of 4 bytes
Fixes: 44227453ec03 (nir: Switch to using 1-bit Booleans for almost everything)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109353
Signed-off-by: Sergii Romantsov <[email protected]>
Tested-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
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Reviewed-by: Jason Ekstrand <[email protected]>
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Reviewed-by: Alejandro Piñeiro <[email protected]>
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In order to allow nir_gather_xfb_info to be used on OpenGL,
specifically ARB_gl_spirv.
So, from OpenGL 4.6 spec, section 11.1.2.1, "Output Variables":
"outputs specifying both an *XfbBuffer* and an *Offset* are
captured, while outputs not specifying both of these are not
captured. Values are captured each time the shader writes to such
a decorated object."
This implies that are captured if both are present, and not if one of
those are lacking. Technically, it doesn't explicitly point that
having just one or the other is a mistake. In some cases, glslang is
adding some extra XfbBuffer without XfbOffset around, and mentioning
that technically that is not a bug (see issue#1526)
And for the case of Vulkan, as the same glslang issue mentions, it is
not clear if that should be a mistake or not. But even if it is a
mistake, it is not really needed to be checked on the driver, and we
can let the validation layers to check that.
v2: simplify explicit_xfb_buffer and explicit_offset checks (Jason).
Reviewed-by: Jason Ekstrand <[email protected]>
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Before, we were double-counting the component slots when we had a dvec3
or dvec4. Instead, just add them in once and manually offset the
recorded output offset.
Fixes: 19064b8c "nir: Add a pass for gathering transform feedback info"
Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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If we have a transform feedback output like:
float[2] x2_out (VARYING_SLOT_VAR1.x, 0, 0)
which is lowered by nir_lower_io_arrays_to_elements to,
float x2_out (VARYING_SLOT_VAR1.x, 0, 0)
float x2_out@5 (VARYING_SLOT_VAR2.x, 0, 0)
We have to update the destination offset to avoid overwriting
the same value.
v2 (Jason Ekstrand):
- Compute the correct offsets for arrays of vectors and/or doubles
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Alejandro Piñeiro <[email protected]>
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When a xfb buffer is explicitely declared on a varying
variable, we shouldn't remove it at link time.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Instead of setting interface_type to whatever the per-vertex type is, we
only set it on blocks. This allows later passes to tell the difference
between variables that are in blocks and those that aren't.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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Instead of splitting every per-vertex struct, just split the ones that
are actually blocks. The reason for the split is so that we have
separate variables for separate locations, qualifiers, and builtin
decorations. The vulkan spec only allows these on members of blocks.
Reviewed-by: Alejandro Piñeiro <[email protected]>
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This is the "no offset specified" value.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Lionel Landwerlin <[email protected]>
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Take away const qualifier from return type of these functions as
-Wignored-qualifiers points out it is ignored for these cases.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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This corresponds to commit 79b6681aadcb53c27d1052e on GitHub.
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Fixes: 63b9aa2e2574 "spirv: Add support for using derefs for..."
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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vtn supports these, so don't squalk if user is happy with enabling
these.
v2: add new members sorted
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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used for CL kernels
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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v2: add assert to verify we have at least one valid bit_size
v3: fix use of load_front_face in nir_lower_two_sided_color and tgsi_to_nir
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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With OpenCL some system values match the address bits, but in GLSL we also
have some system values being 64 bit like subgroup masks.
With this it is possible to adjust the builder functions so that depending
on the bit_sizes the correct bit_size is used or an additional argument is
added in case of multiple possible values.
v2: validate dest bit_size
v3: generate hex values in python code
remove useless imports
rename and move bit_sizes
v4: add 1 to legal bit_sizes for front_face
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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fixes a couple of deqp tests (on nvc0 and potential other drivers):
dEQP-GLES3.functional.shaders.invariance.highp.common_subexpression_1
dEQP-GLES3.functional.shaders.invariance.highp.common_subexpression_2
dEQP-GLES3.functional.shaders.invariance.highp.common_subexpression_3
dEQP-GLES3.functional.shaders.invariance.mediump.common_subexpression_1
dEQP-GLES3.functional.shaders.invariance.mediump.common_subexpression_2
dEQP-GLES3.functional.shaders.invariance.mediump.common_subexpression_3
dEQP-GLES3.functional.shaders.invariance.lowp.common_subexpression_1
dEQP-GLES3.functional.shaders.invariance.lowp.common_subexpression_2
dEQP-GLES3.functional.shaders.invariance.lowp.common_subexpression_3
CC: <[email protected]>
Signed-off-by: Karol Herbst <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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