| Commit message (Collapse) | Author | Age | Files | Lines |
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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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v2: rename nir_var_global to nir_var_mem_global
Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Signed-off-by: Karol Herbst <[email protected]>
Acked-by: Jason Ekstrand <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Currently we only add a cache key for a shader once it is linked.
However games like Team Fortress 2 compile a whole bunch of shaders
which are never actually linked. These compiled shaders can take
up a bunch of memory.
This patch changes things so that we add the key for the shader to
the cache as soon as it is compiled. This means on a warm cache we
can avoid the wasted memory from these shaders. Worst case scenario
is we need to compile the shaders at link time but this can happen
anyway if the shader has been evicted from the cache.
Reduces memory use in Team Fortress 2 from 1.3GB -> 770MB on a
warm cache from start up to the game menu.
V2: only add key to cache when compilation is successful.
Acked-by: Marek Olšák <[email protected]>
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This reverts commit 64b8c86d37ebb1e1d286c69d642d52b7bcf051d3.
Reverting for now as it was causing some segfaults.
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Currently we only add a cache key for a shader once it is linked.
However games like Team Fortress 2 compile a whole bunch of shaders
which are never actually linked. These compiled shaders can take
up a bunch of memory.
This patch changes things so that we add the key for the shader to
the cache as soon as it is compiled. This means on a warm cache we
can avoid the wasted memory from these shaders. Worst case scenario
is we need to compile the shaders at link time but this can happen
anyway if the shader has been evicted from the cache.
Reduces memory use in Team Fortress 2 from 1.3GB -> 770MB on a
warm cache from start up to the game menu.
Acked-by: Marek Olšák <[email protected]>
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This basically reverts c2bc0aa7b188.
By running the opts we reduce memory using in Team Fortress 2
from 1.5GB -> 1.3GB from start-up to game menu.
This will likely increase Deus Ex start up times as per commit
c2bc0aa7b188. However currently 32bit games like Team Fortress 2
can run out of memory on low memory systems, so that seems more
important.
Reviewed-by: Marek Olšák <[email protected]>
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Passes' function names, separated by comma, listed in NIR_SKIP
environment variable will be skipped in debug mode. The mechanism is
hooked into the _PASS macro, like NIR_PRINT.
The extra macro NIR_SKIP is available as a developer convenience, to
skip at pointer other than the passes entry points.
v2: Fix typo in NIR_SKIP macro. (Bas)
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Bas Nieuwenhuizen <[email protected]>
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Otherwise writes get propagated across atomics if no barrier is
used. Without barrier writes should still be visible in the same
invocation, so an atomic has to be considered a write.
CC: <[email protected]>
Reviewed-by: Caio Marcelo de Oliveira Filho <[email protected]>
Fixes: b3c61469255 "nir: Copy propagation between blocks"
Fixes: 62332d139c8 "nir: Add a local variable-based copy propagation pass"
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From @jekstrand's nir-1-bit-bool branch, with improved ior/inot lowering.
ior: fmax instead of fadd allows removing the fsat.
inot: seq(x, 0) can be better than fsub(1, x). On a2xx, it works better
with the scalar instruction set.
Reviewed-by: Jonathan Marek <[email protected]>
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