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* glsl: use the BA1 macro for textureQueryLevels()Samuel Pitoiset2017-04-111-32/+33
| | | | | | | For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use the BA1 macro for textureSamples()Samuel Pitoiset2017-04-111-9/+10
| | | | | | | For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use the BA1 macro for textureCubeArrayShadow()Samuel Pitoiset2017-04-111-5/+6
| | | | | | | For both consistency and new bindless sampler types. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: fix lower jumps for nested non-void returnsTimothy Arceri2017-04-082-1/+10
| | | | | | | | Fixes the case were a loop contains a return and the loop is nested inside an if. Reviewed-by: Roland Scheidegger <[email protected]> https://bugs.freedesktop.org/show_bug.cgi?id=100303
* glsl: add gl_SubGroup*ARB builtinsNicolai Hähnle2017-04-053-0/+88
| | | | Reviewed-by: Marek Olšák <[email protected]>
* glsl: add ARB_shader_ballot builtin functionsNicolai Hähnle2017-04-051-0/+77
| | | | Reviewed-by: Marek Olšák <[email protected]>
* glsl: add ARB_shader_ballot operationsNicolai Hähnle2017-04-053-0/+35
| | | | Reviewed-by: Marek Olšák <[email protected]>
* glsl: add ARB_shader_ballot enableNicolai Hähnle2017-04-052-0/+3
| | | | Reviewed-by: Marek Olšák <[email protected]>
* mesa: Replace program locks with atomic inc/dec.Matt Turner2017-04-051-2/+0
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* glsl: remove unused fileElie TOURNIER2017-04-041-206/+0
| | | | | | | | | | | udivmod64 appears in src/compiler/glsl/builtin_int64.h and src/compiler/glsl/udivmod.h The second file seems unused. Fix commit 6b03b345eb64e15e577bc8b2cf04b314a4c70537 This change doesn't affect shader-db. Signed-off-by: Elie Tournier <[email protected]> Reviewed-by: Emil Velikov <[email protected]>
* glsl: Fix blob memory leakBartosz Tomczyk2017-04-043-5/+16
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* glsl: use -O1 optimization for builtin_functions.cpp with MinGWBrian Paul2017-03-311-0/+20
| | | | | | | | | | | | | | | | Some versions of MinGW-w64 such as 5.3.1 and 6.2.0 produce bad code with -O2 or -O3 causing a random driver crash when running programs that use GLSL. Most Mesa demos in the glsl/ directory trigger the bug, but not the fragcoord.c test. Use a #pragma to force -O1 for this file for later MinGW versions. Luckily, this is basically one-time setup code. I suspect the bug is related to the sheer size of this file. This should let us move to newer versions of MinGW-w64 for Mesa. Reviewed-by: Jose Fonseca <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: fix clockARB builtin functionNicolai Hähnle2017-03-311-1/+1
| | | | | | | The underlying intrinsic is defined to always have a uvec2 return type. Reviewed-by: Samuel Pitoiset <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* nir: Add support for 8 and 16-bit typesJason Ekstrand2017-03-303-2/+24
| | | | | Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Eduardo Lima Mitev <[email protected]>
* nir/constant_expressions: Don't switch on bit size when not neededJason Ekstrand2017-03-301-14/+23
| | | | | | | | | | | | For opcodes such as the nir_op_pack_64_2x32 for which all sources and destinations have explicit sizes, the bit_size parameter to the evaluate function is pointless and *should* do nothing. Previously, we were always switching on the bit_size and asserting if it isn't one of the sizes in the list. This generates way more code than needed and is a bit cruel because it doesn't let us have a bit_size of zero on an ALU op which shouldn't need a bit_size. Reviewed-by: Eduardo Lima Mitev <[email protected]>
* nir/constant_expressions: Pull the guts out into a helper blockJason Ekstrand2017-03-301-98/+101
| | | | Reviewed-by: Eduardo Lima Mitev <[email protected]>
* glsl: allow glsl_type::sampler_index() with imagesSamuel Pitoiset2017-03-301-1/+1
| | | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: update lower_jumps tests after bug fixTimothy Arceri2017-03-291-2/+15
| | | | | | | | | | | This change updates the tests to reflect the IR after the following bug fix. Fixes: c1096b7f1d49 ("glsl: fix lower jumps for returns when loop is inside an if") Tested-by: Michel Dänzer <[email protected]> Bugzilla: https://bugs.freedesktop.org/100441
* tests/cache_test: allow crossing mount pointsJuan A. Suarez Romero2017-03-281-1/+1
| | | | | | | | | | | When using an overlayfs system (like a Docker container), rmrf_local() fails because part of the files to be removed are in different mount points (layouts). And thus cache-test fails. Letting crossing mount points is not a big problem, specially because this is just for a test, not to be used in real code. Reviewed-by: Nicolai Hähnle <[email protected]>
* glcpp/tests/glcpp-test-cr-lf: error out if we cannot find any testsEmil Velikov2017-03-281-0/+5
| | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests/glcpp-test-cr-lf: correctly set/use srcdir/abs_builddirEmil Velikov2017-03-281-14/+17
| | | | | | | | | | | | Otherwise manual invokation of the script from elsewhere than `dirname $0` will fail. With these all the artefacts should be created in the correct location, and thus we can remove the old (and slighly strange) clean-local line. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests: update testname in help stringEmil Velikov2017-03-282-2/+2
| | | | | | | | | Rather than hardcoding glcpp/other use `basename "$0"` which expands appropriatelly. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests/glcpp-test: error out if we cannot find any testsEmil Velikov2017-03-281-0/+5
| | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests/glcpp-test: print only the test basenameEmil Velikov2017-03-281-2/+2
| | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glcpp/tests/glcpp-test: set srcdir/abs_builddir variablesEmil Velikov2017-03-281-8/+15
| | | | | | | | | | | | Current definitions work fine for the manual invokation of the script, although the whole script does not consider that one can run it OOT. The latter will be handled with latter patches, although it will be extensively using the two variables. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: 'echo' only folders which has generatorsEmil Velikov2017-03-281-1/+1
| | | | | | | | The current "let's print any folder which exists" is simply confusing. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: print only the test basedir/nameEmil Velikov2017-03-281-1/+1
| | | | | | | | | The relative/absolute path brings little to no benefit in being printed as testname. Trim it out. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: error if zero tests were executedEmil Velikov2017-03-281-0/+5
| | | | | | | | | We don't want to lie ourselves that 'everything is fine' when no tests were found/ran. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: pass glsl_test as argumentEmil Velikov2017-03-282-3/+8
| | | | | | | | | | | | Rather than hardcoding the binary location (which ends up wrong in a number of occasions) in the python script, pass it as argument. This allows us to remove a couple of dirname/basename workarounds that aimed to keep this working, and succeeded in the odd occasion. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: error out if we fail to generate any testsEmil Velikov2017-03-281-1/+12
| | | | | | | | v2: use -eq over a string comparison (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: correctly manage srcdir/builddirEmil Velikov2017-03-282-4/+19
| | | | | | | | | | | | | | | | | | At the moment we look for generator script(s) in builddir while they are in srcdir, and we proceed to generate the tests and expected output in srcdir, which is not allowed. To untangle: - look for the generator script in the correct place - generate the files in builddir, by extending create_test_cases.py to use --outdir With this in place the test passes `make check' for OOT builds - would that be as standalone or part of `make distcheck' Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimisation-test: ensure that compare_ir is availableEmil Velikov2017-03-281-0/+5
| | | | | | | | | | Bail out early if the script is not where we expect it to be. v2: use -f instead of -e. latter returns true on folder(s) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: correctly set compare_irEmil Velikov2017-03-281-6/+2
| | | | | | | | | Now that we have srcdir we can use it to correctly manage/point to the script. Effectively fixing OOT invokation of `make check'. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimization-test: add fallback srcdir/abs_builddir definesEmil Velikov2017-03-281-0/+13
| | | | | | | | | There is no robust way to detect either one, so simply hope for the best and warn just in case. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/optimisation-test: make sure that $PYTHON2 is set/availableEmil Velikov2017-03-281-0/+10
| | | | | | | | | | Otherwise we'll fail when invoking the script outside of "make check" v2: use -ne over a string comparison (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: print only the test basenameEmil Velikov2017-03-281-1/+1
| | | | | | | | | Spamming the log with the (in some cases extremely long) test location is of limited use. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: error if zero tests were executedEmil Velikov2017-03-281-0/+5
| | | | | | | | | We don't want to lie ourselves that 'everything is fine' when no tests were found/ran. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: correctly manage srcdir/builddirEmil Velikov2017-03-281-4/+8
| | | | | | | | | Before this commit, we would effectively fail to run any of the test in a OOT builds. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: add fallback srcdir/abs_builddir definesEmil Velikov2017-03-281-1/+14
| | | | | | | | | There is no robust way to detect either one, so simply hope for the best and warn just in case. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests/warnings-test: error out if glsl_compiler is missingEmil Velikov2017-03-281-0/+5
| | | | | | | | | | ... or non-executable, in particular. v2: use test -x (Eric) Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> (v1) Reviewed-by: Eric Engestrom <[email protected]>
* glsl: automake: export abs_builddir for the testsEmil Velikov2017-03-281-0/+1
| | | | | | | | | We're going to use them with the next commits to determine where to put the generated tests and/or built binaries. Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Engestrom <[email protected]>
* glsl/tests: automake: cleanup all artefacts during clean-localEmil Velikov2017-03-281-0/+6
| | | | | | | | | | | | | With later commits we'll fix the generators to produce the files in the correct location. That in itself will cause an issue since the files will be left dangling and make distcheck will fail. v2: Use -r only as needed (Eric) Cc: Matt Turner <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Acked-by: Kenneth Graunke <[email protected]> (v1) Reviewed-by: Eric Engestrom <[email protected]>
* glsl: fix spelling of embedded in commentTimothy Arceri2017-03-281-1/+1
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* glsl: fix lower jumps for returns when loop is inside an ifTimothy Arceri2017-03-281-5/+12
| | | | | | | | | | | | | | | | | Previously we would just escape the loop and move everything following the loop inside the if to the else branch of a new if with a return flag conditional. However everything outside the if the loop was nested in would still get executed. Adding a new return to the then branch of the new if fixes this and we just let a follow pass clean it up if needed. Fixes: tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop.shader_test tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop2.shader_test Cc: "13.0 17.0" <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
* glsl: Interface Block instances don't need linking validationAndres Gomez2017-03-271-5/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From page 45 (page 52 of the PDF) of the GLSL ES 3.00 v.6 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match. From page 51 (page 57 of the PDF) of the GLSL 4.30 v.8 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match." Therefore, no cross linking validation is needed for the instance name of an Interface Block. This patch will make that no link error will be reported on a program like this: "# VS layout(binding = 1) Block1 { vec4 color; } uni_block; ... # FS layout(binding = 2) Block2 { vec4 color; } uni_block; ..." Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: UBOs and SSBOs must match the binding qualifier tooAndres Gomez2017-03-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | From page 140 (page 147 of the PDF) of the GLSL ES 3.10 v.4 spec: " 9.2 Matching of Qualifiers The following tables summarize the requirements for matching of qualifiers. It applies whenever there are two or more matching variables in a shader interface. Notes: 1. Yes means the qualifiers must match. ... 9.2.1 Linked Shaders | Qualifier | Qualifier | in/out | Default | uniform | buffer| | Class | | | Uniforms | Block | Block | ... | Layout | binding | N/A | Yes | Yes | Yes |" From page 93 (page 110 of the PDF) of the GL 4.2 (Core Profile) spec: " 2.11.7 Uniform Variables ... Uniform Blocks ... When a named uniform block is declared by multiple shaders in a program, it must be declared identically in each shader. The uniforms within the block must be declared with the same names and types, and in the same order. If a program contains multiple shaders with different declarations for the same named uniform block differs between shader, the program will fail to link." From page 129 (page 150 of the PDF) of the GL 4.3 (Core Profile) spec: " 7.8 Shader Buffer Variables and Shader Storage Blocks ... When a named shader storage block is declared by multiple shaders in a program, it must be declared identically in each shader. The buffer variables within the block must be declared with the same names, types, qualification, and declaration order. If a program contains multiple shaders with different declarations for the same named shader storage block, the program will fail to link." Therefore, if the binding qualifier differs between two linked Uniform or Shader Storage Blocks of the same name, a link error should happen. This patch will make that a link error will be reported on a program like this: "# VS layout(binding = 1) Block { vec4 color; } uni_block1; ... # FS layout(binding = 2) Block { vec4 color; } uni_block2; ..." Signed-off-by: Andres Gomez <[email protected]> Cc: Ian Romanick <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: on UBO/SSBOs link error reset the number of active blocks to 0Andres Gomez2017-03-271-0/+6
| | | | | | | | | | | | | While it's legal to have an active blocks count > 0 on link failure. Unless we actually assign memory for the blocks array we can end up segfaulting in calls such as glUniformBlockBinding(). To avoid having to NULL check these api calls we simply reset the block count to 0 if the array was not created. Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl, st/shader_cache: check the whole sha1 for zeroGrazvydas Ignotas2017-03-271-1/+2
| | | | | | | | | | | | The checks were only looking at the first byte, while the intention seems to be to check if the whole sha1 is zero. This prevented all shaders with first byte zero in their sha1 from being saved. This shaves around a second from Deus Ex load time on a hot cache. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl/shader_cache: restore evicted shader keysGrazvydas Ignotas2017-03-271-0/+17
| | | | | | | | | | | | | | | | | Even though the programs themselves stay in cache and are loaded, the shader keys can be evicted separately. If that happens, unnecessary compiles are caused that waste time, and no matter how many times the program is re-run, performance never recovers to the levels of first hot cache run. To deal with this, we need to refresh the shader keys of shaders that were recompiled. An easy way to currently observe this is running Deux Ex, then piglit and Deux Ex again, or deleting just the cache index. The later is causing over a minute of lost time on all later Deux Ex runs, with this patch it returns to normal after 1 run. Signed-off-by: Grazvydas Ignotas <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: Link tests with CLOCK_LIB.Vinson Lee2017-03-251-3/+6
| | | | | | | | | | Fix 'make check' linking errors with glibc < 2.17. CXXLD glsl/glsl_test glsl/.libs/libglsl.a(libmesautil_la-u_queue.o): In function `u_thread_get_time_nano': src/util/../../src/util/u_thread.h:84: undefined reference to `clock_gettime' Signed-off-by: Vinson Lee <[email protected]>