| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
|
|
|
|
| |
This reverts commit 4475d8f9169195baefa893b9b147fe20414cda7c.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch moves uniform calculation to happen during link_uniforms, this
is possible with help of UniformRemapTable that has all the reserved
locations.
Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
v2: code cleanups, increment NumUniformRemapTable correctly, fix
find_empty_block to work properly and add some more comments.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
|
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
Cc: "11.0 11.1" [email protected]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
If shader declares uniform explicit location in one stage but
implicit in another, explicit location should be used. Patch marks
implicit uniforms as explicit if they were explicit in previous stage.
This makes sure that we don't treat them implicit later when assigning
locations.
Fixes following CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-implicit-in-some-stages3
v2: move check to cross_validate_globals (Timothy)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes CTS test:
ES31-CTS.shader_image_load_store.negative-linkErrors
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93410
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Commit 8926dc8 added a check where we add packed varyings of output
stage only when we have multiple stages, however duplicates are already
handled by changes in commit 0508d950 and we want to add outputs also in
case where we have only one stage.
Fixes regression caused by 8926dc8 for following test:
ES31-CTS.program_interface_query.separate-programs-vertex
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Patch changes linker to allocate gl_shader_variable instead of using
ir_variable. This makes it possible to get rid of ir_variables and ir
in memory after linking.
v2: check that we do not create duplicate entries with
packed varyings
v3: document 'patch' bit (Ilia Mirkin)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Linker missed a check for situation where we exceed max amount of
uniform locations with explicit + implicit locations. Patch adds this
check to already existing iteration over uniforms in linker.
Fixes following CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-negative-link-max-num-of-locations
v2: use var->type->uniform_locations() (Timothy)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
v2:
* Fill UboInterfaceBlockIndex and SsboInterfaceBlockIndex in
split_ubos_and_ssbos (Iago)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Previously we would pack varyings before trying to remove them, this
relied on the packing pass not packing varyings with a location of -1
to avoid packing varyings that should be removed.
However this meant unused varyings with an explicit location would be
packed before they could be removed when we enable packing of them in a
later patch.
V2: fix regression in V1 removing unused varyings in multi-stage SSO,
fix regression with single stage programs.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
| |
An SSO program can have multiple stages and we only want to add the externally
facing varyings. The current code was adding both the packed inputs and outputs
for the first and last stage of each program.
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
There used to be more members but they now share other fields
in order to keep memory use low.
Also making the naming more generic will allow us to reuse the
field for explicit byte offsets within blocks for
ARB_enhanced_layouts.
Reviewed-by: Edward O'Callaghan <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This function deals with vertex inputs and fragment
outputs, so we should count the attribute locations
correctly for the vertex inputs.
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.
This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Dave Airlie <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
GRID Autosport uses SSO shaders. When a tessellation evaluation shader
is passed through this, it triggers assertion failures down the line
with unassigned varying locations. Make sure to do this when the first
shader in the pipeline is not a vertex shader.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Cc: "11.0 11.1" <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In this lowering pass, shared variables are decomposed into intrinsic
calls.
v2:
* Send mem_ctx as a parameter (Iago)
v3:
* Shared variables don't have an associated interface block (Iago)
* Always use 430 packing (Iago)
* Comment / whitespace cleanup (Iago)
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
static
match_explicit_outputs_to_inputs() cannot get null inputs and if it ever did
triggering first null check would later in the function cause segfault.
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
CC: [email protected]
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The value will be set in separate-shader program when an input/output
must remains active. e.g. when deadcode removal isn't allowed because
it will create interface location/name-matching mismatch.
v3:
* Rename the attribute
* Use ir_variable directly instead of ir_variable_refcount_visitor
* Move the foreach IR code in the linker file
v4:
* Fix variable name in assert
v5 (by Timothy Arceri):
* Rename functions and reword comments
* Don't set always active on builtins
Signed-off-by: Gregory Hainaut <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This change allows used defined inputs/outputs with explicit locations
to be removed if they are detected to not be used between shaders
at link time.
To enable this we change the is_unmatched_generic_inout field to be
flagged when we have a user defined varying. Previously
explicit_location was assumed to be set only in builtins however SSO
allows the user to set an explicit location.
We then add a function to match explicit locations between shaders.
V2: call match_explicit_outputs_to_inputs() after
is_unmatched_generic_inout has been initialised.
Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
| |
This will help avoid eliminating inputs/outputs needed by SSOs.
Cc: Gregory Hainaut <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
|
|
|
|
| |
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
ARB_explicit_uniform_location allows the index for subroutine functions
to be explicitly set in the shader.
This patch reduces the restriction on the index qualifier in
validate_layout_qualifiers() to allow it to be applied to subroutines
and adds the new subroutine qualifier validation to ast_function::hir().
ast_fully_specified_type::has_qualifiers() is updated to allow the
index qualifier on subroutine functions when explicit uniform locations
is available.
A new check is added to ast_type_qualifier::merge_qualifier() to stop
multiple function qualifiers from being defied, before this patch this
would cause a segfault.
Finally a new variable is added to ir_function_signature to store the
index. This value is validated and the non explicit values assigned in
link_assign_subroutine_types().
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We've assumed that we could lower per-component vector access from
vec[i] = scalar
to
vec = ir_triop_vector_insert(vec, scalar, i)
but with SSBOs (and compute shader SLM and tesselation outputs) this is
no longer valid. If a vector is "externally visible", multiple threads
can write independent components simultaneously. With lowering to
ir_triop_vector_insert, each thread read the entire vector, changes one
component, then writes out the entire vector. This is racy.
Instead of generating a ir_binop_vector_extract when we see v[i], we
generate ir_dereference_array. We then add a lowering pass to lower the
ir_dereference_array to ir_binop_vector_extract for rvalues and for to
vector_insert for lvalues in a separate lowering pass.
The resulting IR is the same as before, but we now have a window between
ast->ir conversion and the lowering pass where v[i] appears in the IR as
an array deref. This lets us run lowering passes that lower the vector
access to I/O (eg for SSBO load/store) before we lower the per-component
access to full vector writes.
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Signed-off-by: Kristian Høgsberg Kristensen <[email protected]>
|
|
|
|
|
|
| |
Over looked in 763cd8c080353.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
| |
SSBO support now exists as of commits f24e5e and f408a13dd30.
Reviewed-by: Tapani Pälli <[email protected]>
Acked-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
| |
Signed-off-by: Jordan Justen <[email protected]>
Cc: Samuel Iglesias Gonsálvez <[email protected]>
Cc: Iago Toral <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
These helpers are ran for same case the same loop. Here joined
their operation so the loop is ran just once. Also fixed
out-of-memory condition here.
v2: Make the loop simpler to read as per Tapani's suggestion
Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This makes sure that user is still able to query properties about
variables that have gotten removed by opt_dead_builtin_varyings pass.
Fixes following OpenGL ES 3.1 test:
ES31-CTS.program_interface_query.output-layout
No Piglit regressions.
v2: cleanup, drop extra parenthesis (Topi)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
When a TCS is present, the TES input gl_PatchVerticesIn is actually a
constant - it's simply the # of output vertices specified by the TCS
layout qualifiers. So, we can replace the system value with a constant,
which may allow further optimization, and will likely be more efficient.
If the TCS is absent, we can't do this optimization.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Commit f24e5e did not take into account arrays of named shader
storage blocks.
Fixes 20 dEQP-GLES31.functional.ssbo.* tests:
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.per_block_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_struct_array.single_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.per_block_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.shared_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.packed_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std140_instance_array
dEQP-GLES31.functional.ssbo.layout.single_nested_struct_array.single_buffer.std430_instance_array
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.2
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.29
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.33
dEQP-GLES31.functional.ssbo.layout.random.all_shared_buffer.3
V2:
- Rename some variables (Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
Explicit locations are only used with uniform variables.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
|
|
|
|
|
|
|
| |
This is more practical and needed by gallium.
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
|
|
|
|
| |
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.
V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Marta Lofstedt <[email protected]>
|
|
|
|
|
|
| |
Fixes Windows builds.
Trivial.
|
|
|
|
|
|
|
|
|
|
| |
Patch moves existing calculation code from shader_query.cpp to happen
during program resource list creation.
No Piglit or CTS regressions were observed during testing.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
|
|
|
|
|
|
| |
These arrays provide backends with separate index spaces for UBOS and SSBOs.
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.
I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.
Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:
ES31-CTS.program_interface_query.separate-programs-vertex
ES31-CTS.program_interface_query.separate-programs-fragment
Signed-off-by: Tapani Pälli <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
|
|
|
|
|
|
|
|
| |
The uniform will only be of a single type so store the data for
opaque types in a single array.
Cc: Francisco Jerez <[email protected]>
Cc: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
| |
Nothing overrides it.
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
From ARB_program_interface_query:
"For an active shader storage block member declared as an array, an
entry will be generated only for the first array element, regardless
of its type. For arrays of aggregate types, the enumeration rules are
applied recursively for the single enumerated array element."
v2:
- Simplify 'if' conditions and return true if it is not a buffer
variable, because these rules only apply to buffer variables (Timothy).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
|
|
|
| |
fixes Piglit test:
arb_program_interface_query/linker/query-varyings.shader_test
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
ARB_program_interface_query
Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries.
v2:
- Use std430_array_stride() to get top level array stride following std430's rules.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
|