| Commit message (Collapse) | Author | Age | Files | Lines |
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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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We always have stage == first and stage == last when first == last, so
drop the special case. Also rephrase the comment to make the logic
clearer.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This is helpful in debugging varying assignments.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Similar with support for YUYV but with byte order difference in sampler
Reviewed-by: Kristian H. Kristensen <[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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According to GLSL.std.450 spec, the operand for step() function must be
a floating-point. It does not restrict the value to 32-bit floats.
Reviewed by: Elie Tournier <[email protected]>
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xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
v2: do reset only if shaders provide an explicit stride
v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Reviewed-by: Lionel Landwerlin <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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for finer granularity state flagging
v2: Marek - use a bitmask, add shader cache support
Reviewed-by: Nicolai Hähnle <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Timothy Arceri <[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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Trivial
Signed-off-by: Ian Romanick <[email protected]>
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Signed-off-by: Elie Tournier <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The current implementation assumed that these were replaced in GLSL >= 4.10
by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both
built-ins should be produced from GLSL 4.10 onwards.
This was raised by new CTS tests that are in development.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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This handles a situation like:
layout (bindless_sampler, binding = 7) uniform sampler2D;
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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In order to set the explicit binding value for bindless
samplers/images.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Bindless sampler/image handles are represented using 64-bit
unsigned integers.
The ARB_bindless_texture spec says:
"The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB
if the sampler or image uniform being updated has the "bound_sampler"
or "bound_image" layout qualifier"."
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Struct types are now equal when they're structurally equal.
Reviewed-by: Timothy Arceri <[email protected]>
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Struct types are now equal when they are structurally equal.
Reviewed-by: Timothy Arceri <[email protected]>
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Unnamed struct types are now equal if they have the same field.
Reviewed-by: Timothy Arceri <[email protected]>
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Unnamed struct types are now equal across stages based on the fields they
contain, so overriding the type to make sure names match has become
unnecessary.
The check was originally introduced in commit 955c93dc089f ("glsl: Match
unnamed record types across stages.")
v2: clarify the commit message
Reviewed-by: Timothy Arceri <[email protected]>
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Previously, if an unnamed and a named struct contained the same fields,
they were considered the same type during linking of globals.
The discussion around commit e018ea81bf58 ("glsl: Structures must have
same name to be considered same type.") doesn't seem to have considered
this thoroughly, and I see no evidence that an unnamed struct should
ever be considered to be the same type as a named struct.
Reviewed-by: Timothy Arceri <[email protected]>
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As a result, unnamed structs defined in different places of the program
are considered the same types if they have the same fields in the same
order.
This will simplify matching of global variables whose type is an unnamed
struct.
It also fixes a memory leak when the same shader containing unnamed
structs is compiled over and over again: instead of creating a new type
each time, the existing type is re-used.
Finally, this does have the effect that some previously rejected programs
are now accepted, such as:
struct {
float a;
} s1;
struct {
float a;
} s2;
s2 = s1;
C/C++ do not allow that, but GLSL does seem to want to treat unnamed
structs with the same fields as the same type at least during linking
(and apparently, some applications require it), so it seems odd to treat
them as different types elsewhere.
Reviewed-by: Timothy Arceri <[email protected]>
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We removed the need for lookups, and we will assign them all the same
name in the future.
Reviewed-by: Timothy Arceri <[email protected]>
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This changes the logic during the conversion of the declaration list
struct S {
...
} v;
from AST to IR, but should not change the end result.
When assigning the type of v, instead of looking `S' up in the symbol
table, we read the type from the member variable of ast_struct_specifier.
This change is necessary for the subsequent change to how anonymous types
are handled.
v2: remove a type override when redefining a structure; should be
the same type in that case anyway
Reviewed-by: Timothy Arceri <[email protected]>
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By splitting glsl_type::mutex into two, we can avoid dropping the hash
mutex while creating the new type instance (e.g. struct/record,
interface).
This fixes a time-of-check/time-of-use race where two threads would
simultaneously attempt to create the same type but end up with different
instances of glsl_type.
Reviewed-by: Timothy Arceri <[email protected]>
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The max_array_access field applies to the first dimension, which means
we only want to set it for the 1D clip dist arrays.
This fixes an ir_validate assert seen with
KHR-GL44.cull_distance.functional
on nouveau and radeon with debug builds.
Fixes: a08c4ebbe (glsl: rewrite clip/cull distance lowering pass)
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Tobias Klausmann <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This will allow to constify other things.
Signed-off-by: Grazvydas Ignotas <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Replace -1 with MESA_SHADER_NONE enum value to fix sign related warning:
external/mesa3d/src/compiler/glsl/link_varyings.cpp:1415:25: warning: comparison of constant -1 with expression of type 'gl_shader_stage' is always true [-Wtautological-constant-out-of-range-compare]
(consumer_stage != -1 && consumer_stage != MESA_SHADER_FRAGMENT))) {
~~~~~~~~~~~~~~ ^ ~~
Reviewed-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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With commit f7741985be0234 we have changed some preprocessor
error messages and warnings. Adapt related glcpp tests
expectations accordingly.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101336
Tested-by: Vinson Lee <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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clang gives a warning in blob_overwrite_bytes because offset type is
size_t which is unsigned:
src/compiler/glsl/blob.c:110:15: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
if (offset < 0 || blob->size - offset < to_write)
~~~~~~ ^ ~
Remove the less than 0 check to fix this.
Additionally, if offset is greater than blob->size, the 2nd check would
be false due to unsigned math. Rewrite the check to avoid subtraction.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Rob Herring <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
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GLSL ES spec includes the following:
"It is an error to undefine or to redefine a built-in
(pre-defined) macro name."
But desktop GLSL doesn't. This has sparked some discussion
in Khronos, and the final conclusion was to update the
GLSL 4.50 spec to include the following:
"By convention, all macro names containing two consecutive
underscores ( __ ) are reserved for use by underlying
software layers. Defining or undefining such a name in a
shader does not itself result in an error, but may result
in unintended behaviors that stem from having multiple
definitions of the same name. All macro names prefixed
with “GL_” (“GL” followed by a single underscore) are also
reserved, and defining or undefining such a name results in
a compile-time error."
In other words, undefining GL_* names should be an error, but
undefining other names with a double underscore in them is
not strictly prohibited in desktop GLSL.
This patch fixes the preprocessor to apply these rules,
following exactly the implementation already present
in GLSLang. This fixes some tests in CTS.
Khronos bug:
https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16003
Fixes:
KHR-GL45.shaders.preprocessor.definitions.undefine_core_profile_vertex
KHR-GL45.shaders.preprocessor.definitions.undefine_core_profile_fragment
Reviewed-by: Samuel Pitoiset <[email protected]>
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Simple search for a backslash followed by two newlines.
If one of the newlines were to be removed, this would cause issues, so
let's just remove these trailing backslashes.
Signed-off-by: Eric Engestrom <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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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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