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* nir: do not #include util/debug.h within extern C {}Emil Velikov2017-02-211-1/+4
| | | | | | | | It's a problem waiting to happen. Individual headers should be annotated if needed. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glsl: resolve extern C workarounds/hacksEmil Velikov2017-02-213-8/+4
| | | | | | | | Do not wrap header inclusion in extern C since it can cause issues. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glsl/tests: Add UINT64 and INT64 typesRhys Kidd2017-02-211-0/+18
| | | | | | | | | | | | glsl/tests/uniform_initializer_utils.cpp:83:14: warning: enumeration value ‘GLSL_TYPE_UINT64’ not handled in switch [-Wswitch] switch (type->base_type) { ^ glsl/tests/uniform_initializer_utils.cpp:83:14: warning: enumeration value ‘GLSL_TYPE_INT64’ not handled in switch [-Wswitch] Fixes: 8ce53d4a2f3 ("glsl: Add basic ARB_gpu_shader_int64 types") Signed-off-by: Rhys Kidd <[email protected]> Reviewed-by: Emil Velikov <[email protected]> Reviewed-by: Elie Tournier <[email protected]>
* android: glsl: build shader cache sourcesMauro Rossi2017-02-201-0/+1
| | | | | | | | | | | | | | | | | | | | | | | Fixes the following building errors: external/mesa/src/compiler/glsl/linker.cpp:4642: error: undefined reference to 'shader_cache_read_program_metadata(gl_context*, gl_shader_program*)' external/mesa/src/mesa/program/ir_to_mesa.cpp:3135: error: undefined reference to 'shader_cache_write_program_metadata(gl_context*, gl_shader_program*)' clang++: error: linker command failed with exit code 1 ... external/mesa/src/mesa/program/ir_to_mesa.cpp:3135: error: undefined reference to 'shader_cache_write_program_metadata(gl_context*, gl_shader_program*)' external/mesa/src/compiler/glsl/linker.cpp:4642: error: undefined reference to 'shader_cache_read_program_metadata(gl_context*, gl_shader_program*)' clang++: error: linker command failed with exit code 1 (use -v to see invocation) ninja: build stopped: subcommand failed. build/core/ninja.mk:148: recipe for target 'ninja_wrapper' failed make: *** [ninja_wrapper] Error 1 Fixes: 9f8dc3bf03e ("utils: build sha1/disk cache only with Android/Autoconf") Acked-by: Emil Velikov <[email protected]>
* glsl: link error if unsized array not-last in ssboJose Maria Casanova Crespo2017-02-171-1/+7
| | | | | | | | | | | | | | | | | | | | | | If an unsized declared array is not the last in an SSBO and an implicit size can not be defined on linking time, the linker should raise an error instead of reaching an assertion on GL. This reverts part of commit 3da08e166415a745139c1127040a24e8a45dc553 getting back to the behavior of commit 5b2675093e863a52b610f112884ae12d42513770 The original patch was correct for GLES that should produce a compile-time error but the linker error is still necessary in desktop GL. Fixes the following piglit tests: tests/spec/arb_shader_storage_buffer_object/non_integral_size_array_member.shader_test tests/spec/arb_shader_storage_buffer_object/unsized_array_member.shader_test Reviewed-by: Dave Airlie <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]> Signed-off-by: Jose Maria Casanova Crespo <[email protected]>
* glsl: fix scons builds with shader cacheTimothy Arceri2017-02-171-0/+2
| | | | | For now its disabled for scons so wrap glsl cache calls in a define conditional.
* nir/algebraic: Optimize 64bit pack/unpackJason Ekstrand2017-02-161-0/+6
| | | | | | This reduces the instruction count in some fp64 and int64 piglit tests Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Rename lower_double_pack to lower_64bit_packJason Ekstrand2017-02-163-6/+5
| | | | | | | There's nothing "double" about it other than, perhaps, the fact that it packs two 32-bit values. Reviewed-by: Kenneth Graunke <[email protected]>
* nir: Combine the int and double [un]pack opcodesJason Ekstrand2017-02-167-73/+35
| | | | | | | NIR is a typeless IR and the two opcodes, when considered bitwise, do exactly the same thing. There's no reason to have two versions. Reviewed-by: Kenneth Graunke <[email protected]>
* util/disk_cache: allow drivers to pass a directory structureTimothy Arceri2017-02-171-10/+10
| | | | | | | | | | | | | | In order to avoid costly fallback recompiles when cache items are created with an old version of Mesa or for a different gpu on the same system we want to create directories that look like this: ./{TIMESTAMP}_{LLVM_TIMESTAMP}/{GPU_ID} Note: The disk cache util will take a single timestamp string, it is up to the backend to concatenate the llvm string with the mesa string if applicable. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa/glsl: build string of dri options and use as input to building sha ↵Timothy Arceri2017-02-171-0/+6
| | | | | | for shaders Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: reserve parameter storage on cache restoreTimothy Arceri2017-02-171-0/+1
| | | | | | | Since we know how big the list will be we can allocate the storage upfront. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't try to load/store buffer object values in the cacheTimothy Arceri2017-02-171-2/+11
| | | | | | Also add an assert to catch buffer overflows. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't reprocess or clear UBOs on cache fallbackTimothy Arceri2017-02-171-29/+33
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: skip more uniform initialisation when doing fallback linkingTimothy Arceri2017-02-171-8/+12
| | | | | | | We already pull these values from the metadata cache so no need to recreate them. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't lose uniform values when falling back to full compileTimothy Arceri2017-02-171-8/+23
| | | | | | | | | Here we skip the recreation of uniform storage if we are relinking after a cache miss. This is improtant because uniform values may have already been set by the application and we don't want to reset them. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: don't reference shader prog data during cache fallbackTimothy Arceri2017-02-171-1/+2
| | | | | | We already have a reference. Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/glsl: add cache_fallback flag to gl_shader_program_dataTimothy Arceri2017-02-171-1/+1
| | | | | | | | | | | This will allow us to skip certain things when falling back to a full recompile on a cache miss such as avoiding reinitialising uniforms. In this change we use it to avoid reading the program metadata from the cache and skipping linking during a fallback. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add api and glsl version to hash generation for shadersTimothy Arceri2017-02-171-0/+8
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: cache uniform valuesTimothy Arceri2017-02-171-0/+33
| | | | | | | These may be lowered constant arrays or uniform values that we set before linking so we need to cache the actual uniform values. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: make uniform values helper available for use elsewhereTimothy Arceri2017-02-172-1/+4
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: cache some more image metadataTimothy Arceri2017-02-171-0/+10
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add support for caching atomic buffersTimothy Arceri2017-02-171-0/+89
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add shader cache support for buffer blocksTimothy Arceri2017-02-171-0/+163
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: store subroutine remap table in shader cacheTimothy Arceri2017-02-171-6/+42
| | | | | | V2: use new helpers to store/restore table entries. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add support for caching subroutinesTimothy Arceri2017-02-171-0/+107
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add support for caching shaders with xfb qualifiersTimothy Arceri2017-02-172-1/+121
| | | | | | | | For now this disables the shader cache when transform feedback is enabled via the GL API as we don't currently allow for it when generating the sha for the shader. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add shader cache support for samplersTimothy Arceri2017-02-171-0/+18
| | | | Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add basic support for resource list to shader cacheTimothy Arceri2017-02-171-0/+121
| | | | | | This initially adds support for simple uniforms and varyings. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: fix uniform remap table cache when explicit locations usedTimothy Arceri2017-02-171-7/+49
| | | | | | | | V2: don't store pointers use an enum instead to flag what should be restored. Also do the work in a helper that we will later use for the subroutine remap table. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: Serialize three additional hash tables with program metadataCarl Worth2017-02-171-0/+74
| | | | | | | | | | | | | | | | The three additional tables are AttributeBindings, FragDataBindings, and FragDataIndexBindings. The first table (AttributeBindings) was identified as missing by trying to test the shader cache with a program that called glGetAttribLocation. Many thanks to Tapani Pälli <[email protected]>, as it was review of related work that he had done previously that pointed me to the necessity to also save and restore FragDataBindings and FragDataIndexBindings. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: use correct shader source in case of cache fallbackTimothy Arceri2017-02-171-1/+10
| | | | | | | | | | | | | | | | | The scenario is: glShaderSource glCompileShader <-- deferred due to cache hit of shader glShaderSource <-- with new source code glAttachShader glLinkProgram <-- no cache hit for program At this point we need to compile the original source when we fallback. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: make use of on disk shader cacheTimothy Arceri2017-02-172-0/+21
| | | | | | | | | | | | | | | The hash key for glsl metadata is a hash of the hashes of each GLSL source string. This commit uses the put_key/get_key support in the cache put the SHA-1 hash of the source string for each successfully compiled shader into the cache. This allows for early, optimistic returns from glCompileShader (if the identical source string had been successfully compiled in the past), in the hope that the final, linked shader will be found in the cache. This is based on the intial patch by Carl. Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: add initial implementation of shader cacheTimothy Arceri2017-02-174-1/+633
| | | | | | | | | | | | | | | | | | | | | | | | | | | This uses disk_cache.c to write out a serialization of various state that's required in order to successfully load and use a binary written out by a drivers backend, this state is referred to as "metadata" throughout the implementation. This initial version is intended to work with all stages beside compute. This patch is based on the initial work done by Carl. V2: extend the file's doxygen comment to cover some of the design decisions. V3: - skip cache for fixed function shaders - add int64 support - fix glsl IR program parameter caching/restore and cache the parameter values which are used by gallium backends. - use new link status enum V4: - add compute program support Reviewed-by: Nicolai Hähnle <[email protected]>
* nir: handle some 64-bit integer conversionsDave Airlie2017-02-161-7/+19
| | | | | | | | These are enough for the spir-v generator to handle UConvert and SConvert operations, and fix the 4 tests in CTS. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* nir: handle 64-bit integer types in glsl->nir type conversion.Dave Airlie2017-02-161-0/+6
| | | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* spirv: handle SpvOpUConvert in proper place.Dave Airlie2017-02-161-1/+1
| | | | | | | | This was falling into the quantizetof16 path. Reviewed-by: Lionel Landwerlin <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* spirv: add support for Int64 capabilityDave Airlie2017-02-162-1/+4
| | | | | | | | This just adds the support at the spirv->nir level for the Int64 cap. Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* spirv/nir: add support for int64Dave Airlie2017-02-162-2/+32
| | | | | | | This adds the spirv->nir conversion for int64 types. Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* nir/types: add C accessors for 64-bit integer types.Dave Airlie2017-02-162-0/+14
| | | | | Reviewed-by: Jason Ekstrand <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* spirv: Add support for SpvCapabilityStorageImageReadWithoutFormat.Bas Nieuwenhuizen2017-02-152-1/+5
| | | | | | Signed-off-by: Bas Nieuwenhuizen <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
* glsl: Handle packed_type == ivec4[] in lower_packed_varyings().Kenneth Graunke2017-02-141-1/+2
| | | | | | | | | | For GS input arrays, we may turn a packed_type of ivec4 into an array of ivec4s. We still want flat qualification. Found by inspection. Not known to help anything. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* spirv: Add support for SpvCapabilityStorageImageWriteWithoutFormatAlex Smith2017-02-143-2/+9
| | | | | | | | | | | Allow that capability if the driver indicates that it is supported, and flag whether images are read-only/write-only in the nir_variable (based on the NonReadable and NonWritable decorations), which drivers may need to implement this. Signed-off-by: Alex Smith <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]>
* nir/spirv: do not require a format with images that are not sampledIago Toral Quiroga2017-02-141-2/+0
| | | | | | | As soon as we support shaderStorageImageWriteWithoutFormat we can see write-only images (sampled == 2) that don't have a format specified. Reviewed-by: Jason Ekstrand <[email protected]>
* mesa: Add EXT_frag_depth bits and enable it on all driversAnuj Phogat2017-02-133-0/+6
| | | | | | | | | Passes the newly added piglit test for this extension on i965. V2: Fix comments by Ilia. Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
* glsl: Drop resize-to-MaxPatchVertices hack.Kenneth Graunke2017-02-124-43/+0
| | | | | | | | | | | | | | TCS and TES inputs without an array size are implicitly sized to gl_MaxPatchVertices. But TCS outputs are apparently not: "If no size is specified, it will be taken from the output patch size (gl_VerticesOut) declared in the shader." Fixes dEQP-GLES31.functional.program_interface_query.program_output. array_size.separable_tess_ctrl.var. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]>
* glsl: Update a comment about link errors for TCS && !TES.Kenneth Graunke2017-02-121-1/+9
| | | | | | | | OpenGL ES actually has spec text to prohibit this. It's just OpenGL that's confusing. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Alejandro Piñeiro <[email protected]>
* glsl: non-last member unsized array on SSBO must fail compilation on GLSL ES 3.1Jose Maria Casanova Crespo2017-02-101-4/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | From GLSL ES 3.10 spec, section 4.1.9 "Arrays": "If an array is declared as the last member of a shader storage block and the size is not specified at compile-time, it is sized at run-time. In all other cases, arrays are sized only at compile-time." In desktop GLSL it is allowed to have unsized-arrays that are not last, as long as we can determine that they are implicitly sized, which is detected at link-time. With this patch Mesa reports a compilation error as glslang does with the following shader: buffer SSBO { vec4 data[]; vec4 moreData;}; void main (void) { } Fixes: dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader Cc: "17.0" <[email protected]> Signed-off-by: Jose Maria Casanova Crespo <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Allow compatibility shaders with MESA_GL_VERSION_OVERRIDE=...Matt Turner2017-02-094-4/+14
| | | | | | | | | | | | | | | | | | Previously if you used MESA_GL_VERSION_OVERRIDE=3.3COMPAT, Mesa exposed an OpenGL 3.3 compatibility profile context (with various unimplemented features and bugs), but still refused to compile shaders with #version 330 compatibility This patch simply adds a small bit of plumbing to let that through. Of course the same caveats apply: compatibility profile is still not supported (and will not be supported), so there are no guarantees that anything will work. Tested-by: Dylan Baker <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* nir: add opcode to perform int64 to bool conversionsSamuel Iglesias Gonsálvez2017-02-092-0/+2
| | | | | | Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99660 Reviewed-by: Lionel Landwerlin <[email protected]>