| Commit message (Collapse) | Author | Age | Files | Lines |
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The unsized array length is computed with the following formula:
array.length() =
max((buffer_object_size - offset_of_array) / stride_of_array, 0)
Of these, only the buffer size needs to be provided by the backends, the
frontend already knows the values of the two other variables.
This patch identifies the cases where we need to get the length of an
unsized array, injecting ir_unop_ssbo_unsized_array_length expressions
that will be lowered (in a later patch) to inject the formula mentioned
above.
It also adds the ir_unop_get_buffer_size expression that drivers will
implement to provide the buffer length.
v2:
- Do not define a triop that will force backends to implement the
entire formula, they should only need to provide the buffer size
since the other values are known by the frontend (Curro).
v3:
- Call state->has_shader_storage_buffer_objects() in ast_function.cpp instead
of using state->ARB_shader_storage_buffer_object_enable (Tapani).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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They only can be defined in the last position of the shader
storage blocks.
When an unsized array is used in different shaders, it might be
converted in different sized arrays, avoid get a linker error
in that case.
v2:
- Rework error condition and error messages (Timothy Arceri)
v3:
- Move OpenGL ES check to its own patch.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.
V3: remove line wrap change from this patch
V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.
Reviewed-by: Jason Ekstrand <[email protected]>
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We initialize gl_GlobalInvocationID based on the extension spec
formula:
gl_GlobalInvocationID =
gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
https://www.opengl.org/registry/specs/ARB/compute_shader.txt
Signed-off-by: Jordan Justen <[email protected]>
Cc: Ilia Mirkin <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Also rename to _mesa_get_main_function_signature.
We will call it near the end of compilation to insert some code into
main for initializing some compute shader global variables.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
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Will be used for textureSamples()
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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builtin_variables.cpp:1062:53: warning: unused parameter 'name_as_gs_input' [-Wunused-parameter]
const char *name_as_gs_input)
^
builtin_functions.cpp:4774:47: warning: unused parameter 'intrinsic_name' [-Wunused-parameter]
const char *intrinsic_name,
^
builtin_functions.cpp:4907:66: warning: unused parameter 'state' [-Wunused-parameter]
_mesa_glsl_find_builtin_function_by_name(_mesa_glsl_parse_state *state,
^
builtin_functions.cpp:4915:49: warning: unused parameter 'num_arguments' [-Wunused-parameter]
unsigned num_arguments,
^
builtin_functions.cpp:4916:49: warning: unused parameter 'flags' [-Wunused-parameter]
unsigned flags)
^
ir_print_visitor.cpp:589:37: warning: unused parameter 'ir' [-Wunused-parameter]
ir_print_visitor::visit(ir_barrier *ir)
^
linker.cpp:3212:48: warning: unused parameter 'ctx' [-Wunused-parameter]
build_program_resource_list(struct gl_context *ctx,
^
standalone_scaffolding.cpp:65:57: warning: unused parameter ‘id’ [-Wunused-parameter]
_mesa_shader_debug(struct gl_context *, GLenum, GLuint *id,
^
v2: Rebase on top of GL_ARB_shader_image_size work (especially
58a86897). Silence more warnings added by that work.
v3: Remove mention of the removed parameter from comments. Suggested by
Iago.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]> [v1]
Reviewed-by: Iago Toral Quiroga <[email protected]>
Cc: "Martin Peres <[email protected]>"
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This adds a ir_variable which contains the subroutine uniform
and an array rvalue for the deref of that uniform, these
are stored in the ir_call and lowered later.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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We need to store two sets of info into the ir_function,
if this is a function definition with a subroutine list
(subroutine_def) or if it a subroutine prototype.
v1.1: add some more documentation.
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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This type will be used to store the name of subroutine types
as in subroutine void myfunc(void);
will store myfunc into a subroutine type.
This is required to the parser can identify a subroutine
type in a uniform decleration as a valid type, and also for
looking up the type later.
Also add contains_subroutine method.
v2: handle subroutine to int comparisons, needed
for lowering pass.
v3: do subroutine to int with it's own IR
operation to avoid hacking on asserts (Kayden)
v3.1: fix warnings in this patch, fix nir,
fix tgsi
v3.2: fixup tests
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
tests: fix warnings
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v2: Dropped some unrelated reordering in glsl_parser.yy as Ken suggested.
Reviewed-by: Kenneth Graunke <[email protected]>
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Since this now checks if a variable is inside a uniform or a shader
storage block.
Reviewed-by: Jordan Justen <[email protected]>
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This will be used to identify buffer variables inside shader storage
buffer objects, which are very similar to uniforms except for a few
differences, most important of which is that they are writable.
Since buffer variables are so similar to uniforms, we will almost always
want them to go through the same paths as uniforms.
Reviewed-by: Jordan Justen <[email protected]>
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v2:
* Changes suggested by mattst88
[[email protected]: Add nir support]
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
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These were added in commit f2616e56, presumably in preparation for
translating ARB vp/fp into GLSL IR. That never happened, and neither did
a lowering pass that actually generated these instructions.
Reviewed-by: Jason Ekstrand <[email protected]>
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v2: Don't be lazy. Constify the as_foo functions and use those instead
of ugly casts. Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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Now that they're all implemented using macros, this is trivial.
v2: Remove redundant parenthesis. Suggested by Curro.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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The downcast functions for non-leaf classes were previously implemented
"by hand." Now they are implemented using macros based on the is_foo
functions added in the previous patch.
v2: Remove redundant parenthesis. Suggested by Curro (on the next
patch).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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These functions deteremine when an IR node is one of the non-leaf
classes.
v2: Adjust indentation to line up. Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
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We use the idiom
ir_foo *x = y->as_foo();
if (x == NULL)
return;
all over the place. GCC generates some quite lovely code for this.
One such example:
340a5b: 83 7d 18 04 cmpl $0x4,0x18(%rbp)
340a5f: 0f 85 06 04 00 00 jne 340e6b
340a65: 48 85 ed test %rbp,%rbp
340a68: 0f 84 fd 03 00 00 je 340e6b
This case used as_expression() (ir_type_expression is 4). Note that it
checks the ir_type, then checks that the pointer isn't NULL. There is
some disconnect in GCC around the condition in the as_foo functions.
return ir_type == ir_type_##TYPE ? (ir_##TYPE *) this : NULL; \
It believes "this" could be NULL, so it emits check outside the function
just for fun.
This patch uses assume() to tell GCC that it need not bother with extra
NULL checking of the pointer returned by the as_foo functions.
text data bss dec hex filename
4836430 158688 26248 5021366 4c9eb6 i965_dri-before.so
4836173 158688 26248 5021109 4c9db5 i965_dri-after.so
v2: Replace 'if (this == NULL) unreachable("this cannot be NULL")' with
assume(this != NULL). Suggested by Ilia Mirkin.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Create a new search function to look for matching built-in functions by name
and use it for built-in function redefinition or overload in GLSL ES 3.00.
GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71
"A shader cannot redefine or overload built-in functions."
While in GLSL ES 1.0 specification, chapter 8 "Built-in Functions"
"User code can overload the built-in functions but cannot redefine them."
So this check is specific to GLSL ES 3.00.
This patch fixes the following dEQP tests:
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_fragment
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_fragment
No piglit regressions.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: add d2b, more ir_constant stuff (Ilia)
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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In the compiler, we'd like to generate implicit uniforms for internal
use. These should not be visible via the GL uniform introspection API.
To support that, we add a new ir_variable::how_declared value of
ir_var_hidden, and plumb that through to gl_uniform_storage.
v2 (idr): Fix some memory management issues in
move_hidden_uniforms_to_end. The comment block on the function has more
details.
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
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The optimization in commit d056863b covers these cases, which were the
first optimizations I added to the GLSL compiler.
Reviewed-by: Ian Romanick <[email protected]>
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Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 74 40,578,719,715 67,762,208 62,263,404 5,498,804 0
After (32-bit): 52 40,565,579,466 66,359,800 61,187,818 5,171,982 0
Before (64-bit): 74 37,129,541,061 95,195,160 87,369,671 7,825,489 0
After (64-bit): 76 37,134,691,404 93,271,352 85,900,223 7,371,129 0
A real savings of 1.0MiB on 32-bit and 1.4MiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Specifically, ir_var_temporary variables constructed with a NULL name
will all have the name "compiler_temp" in static storage.
No change Valgrind massif results for a trimmed apitrace of dota2.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 44 40,577,049,140 68,118,608 62,441,063 5,677,545 0
After (32-bit): 71 40,583,408,411 67,761,528 62,263,519 5,498,009 0
Before (64-bit): 63 37,122,829,194 95,153,008 87,333,600 7,819,408 0
After (64-bit): 67 37,123,303,706 95,150,544 87,333,600 7,816,944 0
A real savings of 173KiB on 32-bit and no change on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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At least one of these pointers must be NULL, and we can determine which
will be NULL by looking at other fields. Use this information to store
both pointers in the same location.
If anyone can think of a better name for the union than "u", I'm all
ears.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 63 40,574,239,515 68,117,280 62,618,607 5,498,673 0
After (32-bit): 44 40,577,049,140 68,118,608 62,441,063 5,677,545 0
Before (64-bit): 53 37,126,451,468 95,150,256 87,711,304 7,438,952 0
After (64-bit): 63 37,122,829,194 95,153,008 87,333,600 7,819,408 0
A real savings of 173KiB on 32-bit and 368KiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Also move num_state_slots inside ir_variable_data for better packing.
The payoff for this will come in a few more patches.
No change Valgrind massif results for a trimmed apitrace of dota2.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The payoff for this will come in a few more patches.
No change Valgrind massif results for a trimmed apitrace of dota2.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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warn_extension_index was moved to improve packing.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 73 40,580,476,304 68,488,400 62,796,151 5,692,249 0
After (32-bit): 73 40,575,751,558 68,116,528 62,618,607 5,497,921 0
Before (64-bit): 71 37,124,890,613 95,889,584 88,089,008 7,800,576 0
After (64-bit): 62 37,123,578,526 95,150,784 87,711,304 7,439,480 0
A real savings of 173KiB on 32-bit and 368KiB on 64-bit.
v2: Use the enum name with the bit-field and remove the extra casts.
Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
Reviewed-by: Tapani Pälli <[email protected]> [v1]
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Also move the new warn_extension_index into ir_variable::data. This
enables slightly better packing.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 82 40,580,040,531 68,488,992 62,973,695 5,515,297 0
After (32-bit): 73 40,580,476,304 68,488,400 62,796,151 5,692,249 0
Before (64-bit): 65 37,124,013,542 95,892,768 88,466,712 7,426,056 0
After (64-bit): 71 37,124,890,613 95,889,584 88,089,008 7,800,576 0
A real savings of 173KiB on 32-bit and 368KiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The payoff for this will come in the next patch.
No change Valgrind massif results for a trimmed apitrace of dota2.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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Signed-off-by: Abdiel Janulgue <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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All of the GL image enums fit in 16-bits.
Also move the fields from the anonymous "image" structucture to the next
higher structure. This will enable packing the bits with the other
bitfield.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 76 40,572,916,873 68,831,248 63,328,783 5,502,465 0
After (32-bit): 70 40,577,421,777 68,487,584 62,973,695 5,513,889 0
Before (64-bit): 60 36,822,640,058 96,526,824 88,735,296 7,791,528 0
After (64-bit): 74 37,124,603,758 95,891,808 88,466,712 7,425,096 0
A real savings of 346KiB on 32-bit and 262KiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The only values allowed are 0 and 1, and the value is checked before
assigning.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 74 40,580,119,657 69,186,544 63,506,327 5,680,217 0
After (32-bit): 76 40,572,916,873 68,831,248 63,328,783 5,502,465 0
Before (64-bit): 89 36,822,971,897 96,526,616 88,735,296 7,791,320 0
After (64-bit): 60 36,822,640,058 96,526,824 88,735,296 7,791,528 0
A real savings of 173KiB on 32-bit and no change on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Just use ir_variable::data.binding... because that's the where the
binding is stored for everything else that can use layout(binding=).
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 50 40,564,927,443 69,185,408 63,683,871 5,501,537 0
After (32-bit): 74 40,580,119,657 69,186,544 63,506,327 5,680,217 0
Before (64-bit): 59 36,822,048,449 96,526,888 89,113,000 7,413,888 0
After (64-bit): 89 36,822,971,897 96,526,616 88,735,296 7,791,320 0
A real savings of 173KiB on 32-bit and 368KiB on 64-bit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Historically, we've implemented the rules for overriding built-in
functions by creating multiple ir_functions and relying on the symbol
table to hide the one containing built-in functions. That works, but
has a few drawbacks, so the next patch will change it.
Instead, we'll have a single ir_function for a particular name, which
will contain both built-in and user-defined signatures. Passing an
extra parameter to matching_signature makes it easy to ignore built-ins
when they're supposed to be hidden.
I didn't add the parameter to exact_matching_signature since it wasn't
necessary.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.3
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
Causes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9
This failure will be fixed shortly.
v2: Use without_array() instead of older predicates.
v3: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
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For a long time, we've wanted a place to put utility code which isn't
directly tied to Mesa or Gallium internals. This patch creates a new
src/util directory for exactly that purpose, and builds the contents as
libmesautil.la.
ralloc seemed like a good first candidate. These days, it's directly
used by mesa/main, i965, i915, and r300g, so keeping it in src/glsl
didn't make much sense.
Signed-off-by: Kenneth Graunke <[email protected]>
v2 (Jason Ekstrand): More realloc uses and some scons fixes
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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Will be used to implement interpolateAt*() from ARB_gpu_shader5
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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The new interpolateAt* builtins have strange restrictions on the
<interpolant> parameter.
- It must be a shader input, or an element of a shader input array.
- It must not include a swizzle.
V2: Don't abuse ir_var_mode_shader_in for this; make a new flag.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
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This will be necessary to implement EndStreamPrimitive().
EndPrimitive() will produce an ir_end_primitive with the default stream 0.
Reviewed-by: Chris Forbes <[email protected]>
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This will be necessary to implement EmitStreamVertex().
EmitVertex() will produce an ir_emit_vertex with the default stream 0.
Reviewed-by: Chris Forbes <[email protected]>
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This implements parsing requirements for multi-stream support in
geometry shaders as defined in ARB_gpu_shader5.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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There are several common ways to check whether an object is a particular
subclass: dynamic_cast<>, the as_subclass() pattern, or explicit enum
tags. We originally used the virtual as_subclass methods, but later
added enum tags as they are much nicer for debugging.
Since we have the enum tags, we don't necessarily need to use virtual
functions to implement the as_subclass() methods. We can just check the
tag and return the pointer or NULL.
This saves 18 entries in the vtable, and instead of two pointer
dereferences per as_subclass() call most are only three inline
instructions.
Compile time of sam3/112.frag (the longest compile in a recent shader-db
run) is reduced by 5% from 348 to 329 ms (n=500).
perf stat of this workload shows:
24.14% reduction in iTLB-loads: 285,543 -> 216,606
42.55% reduction in iTLB-load-misses: 18,785 -> 10,792
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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Now that the constructors set a type, ir_type_unset is not very useful.
Move it to the end of the enum (specifically out of position 0) so that
enums checks for dereferences and rvalues can save an instruction.
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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