| Commit message (Collapse) | Author | Age | Files | Lines |
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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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ubo offsets are assigned by link_uniform_blocks since 514f8c7e
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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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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Reviewed-by: Anuj Phogat <[email protected]>
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UBO layout
Use the data that is stored in the ir_variable and the glsl_type to
determine whether or not a UBO member is row-major.
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x3
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.2
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.5
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.9
Causes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.basic_types.8
ES3-CTS.shaders.uniform_block.random.basic_arrays.3
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4
These failures will be fixed shortly.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[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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v2: Rename GLSL_MATRIX_LAYOUT_DEFAULT to GLSL_MATRIX_LAYOUT_INHERITED.
Add comments in glsl_types.h explaining the layouts. Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This causes the thing following the structure to be vec4-aligned.
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.nested_structs.2
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.5
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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I also considered renaming visit_field(const glsl_struct_field *) to
entry_record and adding an exit_record method. This would be more
similar to the hierarchical visitor.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]> [v1]
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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Patch refactors the existing uniform processing so explicit locations
are taken in to account during variable processing. These locations
are temporarily stored in gl_uniform_storage before actual locations
are set.
UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a
valid explicit location.
When locations are set, UniformRemapTable is first populated with
uniforms that have explicit location set (inactive and active ones),
rest are put after explicit location slots.
v2: introduce define for locations that have not been set yet (Ian)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Makes things a little easier to read.
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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../../src/glsl/builtin_functions.cpp:72:1: warning: unused parameter 'state' [-Wunused-parameter]
../../src/glsl/ir_clone.cpp:31:1: warning: unused parameter 'ht' [-Wunused-parameter]
../../src/glsl/ir_equals.cpp:44:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_equals.cpp:50:1: warning: unused parameter 'ignore' [-Wunused-parameter]
../../src/glsl/ir_equals.cpp:68:1: warning: unused parameter 'ignore' [-Wunused-parameter]
../../src/glsl/ir_print_visitor.cpp:149:6: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_print_visitor.cpp:556:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/ir_print_visitor.cpp:562:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/link_uniforms.cpp:213:1: warning: unused parameter 'record_type' [-Wunused-parameter]
../../src/glsl/loop_analysis.cpp:225:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/loop_unroll.cpp:73:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/loop_unroll.cpp:79:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/loop_unroll.cpp:85:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/opt_copy_propagation_elements.cpp:189:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/opt_cse.cpp:402:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/opt_dead_code_local.cpp:117:30: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/opt_redundant_jumps.cpp:53:1: warning: unused parameter 'ir' [-Wunused-parameter]
../../src/glsl/opt_vectorize.cpp:301:1: warning: unused parameter 'ir' [-Wunused-parameter]
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Patch adds a remap table for uniforms that is used to provide a mapping
from application specified uniform location to actual location in the
UniformStorage. Existing UniformLocationBaseScale usage is removed as
table can be used to set sequential values for array uniform elements.
This mapping helps to implement GL_ARB_explicit_uniform_location so that
uniforms locations can be reorganized and handled in a more easy manner.
v2: small fixes + rename parameters for merge and split functions (Ian)
improve documentation, remove old check for location bounds (Eric)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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With a non-debug build, gcc has two complaints:
1. 'found' var not used. Silence with '(void) found;'
2. 'id' not initialized. It's assigned by the UniformHash->get()
call, actually. But init it to zero to silence gcc.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Add comment about the reason why image variables take up space
from the default uniform block.
Reviewed-by: Paul Berry <[email protected]>
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Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <[email protected]>
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This patch moves following bitfields and variables to the data
structure:
explicit_location, explicit_index, explicit_binding, has_initializer,
is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray,
from_named_ifc_block_array, depth_layout, location, index, binding,
max_array_access, atomic
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This patch moves following bitfields in to the data structure:
used, assigned, how_declared, mode, interpolation,
origin_upper_left, pixel_center_integer
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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This patch implements the common support code required for the
ARB_shader_atomic_counters extension. It defines the necessary data
structures for tracking atomic counter buffer objects (from now on
"ABOs") associated with some specific context or shader program, it
implements support for binding buffers to an ABO binding point and
querying the existing atomic counters and buffers declared by GLSL
shaders.
v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant.
Acked-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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When program_resource_visitor visits variables that were created by
lower_named_interface_blocks, it needs to do extra work to un-do the
effects of lower_named_interface_blocks and construct the proper API
names.
Fixes piglit test
spec/glsl-1.50/execution/interface-blocks-api-access-members.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In a future patch, this will allow us to enforce invariants when the
interface type is updated.
Reviewed-by: Jordan Justen <[email protected]>
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program_resource_visitor::recursion.
In the array-of-struct case, recursion() takes the row_major flag for
each iteration from 't->fields.structure[i]', but 't' is not a record
type. Inherit the array declaration row_major flag instead.
This mistake was found by running piglit on valgrind.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69449
Cc: "9.1 9.2" <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Kenneth Graunke <[email protected]>
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This gives the compiler the chance to inline and not export class symbols
even in the absence of LTO. Saves about 60kb on disk.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The first field of a record in a UBO has the aligment of the record
itself.
Fixes piglit vs-struct-pad, fs-struct-pad, and (with the patch posted to
the piglit list that extends the test) layout-std140.
NOTE: The bit of strangeness with the version of visit_field without the
record_type poitner is because that method is pure virtual in the base
class. The original implementation of the class did this to ensure
derived classes remembered to implement that flavor. Now they can
implement either flavor but not both. I don't know a C++ way to enforce
that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=68195
Cc: "9.2 9.1" [email protected]
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The outer-most record is passed into the visit_field method for
the first field. In other words, in the following structure:
struct S1 {
vec4 v;
float f;
};
struct S {
S1 s1;
S1 s2;
};
uniform Ubo {
S s;
};
s.s1.v would get record_type = S (because s1.v is the first non-record
field in S), and s.s2.v would get record_type = S1. s.s1.f and s.s2.f
would get record_type = NULL becuase they aren't the first field of
anything.
This new overload isn't used yet, but the next patch will add several
uses.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Cc: "9.2 9.1" [email protected]
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Fixes "Uninitialized scalar field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously we would generate uniform locations as (slot << 16) +
array_index. We do this to handle applications that assume the location
of a[2] will be +1 from the location of a[1]. This resulted in every
uniform location being at least 0x10000. The OpenGL 4.3 spec was
amended to require this behavior, but previous versions did not require
locations of array (or structure) members be sequential.
We've now encountered two applications that assume uniform values will
be "small." As far as we can tell, these applications store the GLint
returned by glGetUniformLocation in a int16_t or possibly an int8_t.
THIS BEHAVIOR IS NOT GUARANTEED OR IMPLIED BY ANY VERSION OF OpenGL.
Other implementations happen to have both these behaviors (sequential
array elements and small values) since OpenGL 2.0, so let's just match
their behavior.
Fixes "3D Bowling" on Android.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-and-tested-by: Chad Versace <[email protected]>
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This is used by _mesa_uniform_merge_location_offset and
_mesa_uniform_split_location_offset to determine how the base and offset
are packed. Previously, this value was hard coded as (1U<<16) in those
functions via the shift and mask contained therein. The value is still
(1U<<16), but it can be changed in the future.
The next patch dynamically generates this value.
NOTE: This is a candidate for stable release branches.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-and-tested-by: Chad Versace <[email protected]>
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We were counting uniforms located in UBOs against the default uniform
block limit, while not doing any counting against the specific combined
limit.
Note that I couldn't quite find justification for the way I did this, but
I think it's the only sensible thing: The spec talks about components, so
each "float" in a std140 block would count as 1 component and a "vec4"
would count as 4, though they occupy the same amount of space. Since GPU
limits on uniform buffer loads are surely going to be about the size of
the blocks, I just counted them that way.
Fixes link failures in piglit
arb_uniform_buffer_object/maxuniformblocksize when ported to geometry
shaders on Paul's GS branch, since in that case the max block size is
bigger than the default uniform block component limit.
Reviewed-by: Ian Romanick <[email protected]>
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v2: Convert another instance of the array lookup. (caught by Tapani)
Reviewed-by: Ian Romanick <[email protected]>
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It appears that `sizeof(Class::member)` is either non-standard or
merely unsupported in MSVC.
So use `sizeof(instance->member)` instead, which is guaranteed to work
everywhere.
Also promote the assert to a static assert.
Trivial.
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The problem is the sampler units are allocated from the same pool for all
shader stages, so if a vertex shader uses 12 samplers (0..11), the fragment
shader samplers start at index 12, leaving only 4 sampler units
for the fragment shader. The main cause is probably the fact that samplers
(texture unit -> sampler unit mapping, etc.) are tracked globally
for an entire program object.
This commit adapts the GLSL linker and core Mesa such that the sampler units
are assigned to sampler uniforms for each shader stage separately
(if a sampler uniform is used in all shader stages, it may occupy a different
sampler unit in each, and vice versa, an i-th sampler unit may refer to
a different sampler uniform in each shader stage), and the sampler-specific
variables are moved from gl_shader_program to gl_shader.
This doesn't require any driver changes, and it fixes piglit/max-samplers
for gallium and classic swrast. It also works with any number of shader
stages.
v2: - converted tabs to spaces
- added an assertion to _mesa_get_sampler_uniform_value
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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There's actually nothing uniform-specific in uniform_field_visitor.
It is potentially useful for all kinds of program resources (in
particular, future patches will use it for transform feedback
varyings).
This patch renames it to program_resource_visitor, and clarifies
several comments, to reflect the fact that it is useful for more than
just uniforms.
NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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v2: A previous patch contained a spurious hunk that removed an
assignment to ir_variable::uniform_block. That hunk was moved to this
patch. Suggested by Carl Worth.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Use the function added in the previous commit.
This temporarily causes gles3conform
uniform_buffer_object_index_of_not_active_block,
uniform_buffer_object_inherit_and_override_layouts, and
uniform_buffer_object_repeat_global_scope_layouts to assertion fail.
This is fixed in the next commit.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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glGetUniformIndices requires that the block instance index not be
present in the name of queried uniforms. However,
gl_uniform_buffer_variable::Name will include the instance index. The
IndexName field is added to handle this difference.
Note that currently IndexName will always point to the same string as
Name. This will change soon.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
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block data
Pretty much all of the compile-time, per-compilation unit block data is
about to get the axe.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This flavor takes a type and a base name. It will be used to handle
cases where the block name (instead of the instance name) is used for an
interface block.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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v2: Inspite of the spell checker, spell recurse correctly. Suggested by
Carl Worth.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not used yet, but the UBO layout visitor will use this.
v2: Remove a spruious hunk. This is moved to the patch "glsl: Remove
ir_variable::uniform_block". Suggested by Carl Worth.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Not used yet, but the UBO layout visitor will use this.
v2: Add some commentary as to why row_major is always set to false in
process. Suggesed by Paul Berry.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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