| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
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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]>
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Fixes a giant pile of GCC warnings:
builtin_types.cpp:60:1: warning: missing initializer for member 'glsl_struct_field::stream' [-Wmissing-field-initializers]
I had to add a default constructor because a non-default constructor
was added. Otherwise the only constructor would be the one with
parameters, and all the plases like
glsl_struct_field foo;
would fail to compile.
I wanted to do this in two patches. All of the initializers of
glsl_struct_field structures had to be converted to use the
constructor because C++ apparently forces you to do one or the other:
builtin_types.cpp:61:1: error: could not convert '{glsl_type::float_type, "near", -1, 0, 0, 0, GLSL_MATRIX_LAYOUT_INHERITED, 0, -1}' from '<brace-enclosed initializer list>' to 'glsl_struct_field'
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[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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This fixes make check since the tess changes.
Tested-by: Michel Dänzer <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Rather than forcing everyone to provide their own definition of the symbol
provide a common (dummy) one.
This helps us resolve the build of the standalone pipe-drivers (amongst
others), which are missing the symbol.
Cc: Rob Clark <[email protected]>
Cc: "10.6" <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
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This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
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Acked-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes a warning when running make check.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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In addition to exercising all of the functions in blob.h, this
includes a stress test that forces some reallocing, and also tests to
verify the alignment and overrun-detection code in blob.c.
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Reviewed-by: Anuj Phogat <[email protected]>
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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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Reviewed-by: Ian Romanick <[email protected]>
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They were made unneccesary by the last commit.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This way, when someone modifies create_test_cases.py and forgets to
commit their changes again, people will notice.
v2: make sure we parse the right directories and check for existance the
right way.
v3 (Ken): Use $PYTHON2 instead of calling python directly.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In 088494aa (as well as other commits in the series) Paul Berry modified
the tests for lower_jumps to account for the fact that the s-expression
for the loop IR instruction changed from
(loop () () () () (statements...)) to (loop (statements...)), but he
forgot to update create_test_cases.py which he used to create the tests.
Fix that, so that now create_test_cases.py is synced with the generated
tests.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Make sure that we print the same number of digits when printing 0.0 as
any other floating-point number. This will make generating expected
output files for tests easier. To avoid breaking "make check," update
the generated tests for lower_jumps before the next commit which will
bring create_test_cases.py in line with them.
Signed-off-by: Connor Abbott <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In an earlier incarnation of populate_consumer_input_sets and
get_matching_input, the consumer_inputs_with_locations array was indexed
using the user-specified location. In that version, only user-defined
varyings were included in the array.
In the current incarnation, the Mesa location is used to index the
array, and built-in varyings are included.
This change fixes the unit test to exepect gl_ClipDistance in the array,
and it resizes the arrays to actually be big enough. It's just dumb
luck that the existing piglit tests use small enough locations to not
stomp the stack. :(
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=78258
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.2" <[email protected]>
Cc: Vinson Lee <[email protected]>
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This can be called from locations that don't have a context pointer
handy. This patch also adds enough infrastructure so that the unit
tests for the GLSL compiler and the stand-alone compiler will build and
function.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Juha-Pekka Heikkila <[email protected]>
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locations
This will be used for GL_ARB_separate_shader_objects. That extension
not only allows separable shaders to rendezvous by location, but it also
allows traditionally linked shaders to rendezvous by location. The spec
says:
36. How does the behavior of input/output interface matching differ
between separable programs and non-separable programs?
RESOLVED: The rules for matching individual variables or block
members between stages are identical for separable and
non-separable programs, with one exception -- matching variables
of different type with the same location, as discussed in issue
34, applies only to separable programs.
However, the ability to enforce matching requirements differs
between program types. In non-separable programs, both sides of
an interface are contained in the same linked program. In this
case, if the linker detects a mismatch, it will generate a link
error.
v2: Make sure consumer_inputs_with_locations is initialized when
consumer is NULL. Noticed by Chia-I.
v3: Rebase on removal of ir_variable::user_location.
v4: Replace a (stale) FINISHME with some good explanation comments from
Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
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While writing the link_varyings::single_interface_input test, I
discovered that populate_consumer_input_sets assumes that all shader
interface blocks have been lowered to discrete variables. Since there
is a pass that does this, it is a reasonable assumption. It was,
however, non-obvious. Make the code fail when it encounters such a
thing, and add a test to verify that behavior.
Signed-off-by: Ian Romanick <[email protected]>
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Four initial tests:
* Create an IR list with a single input variable and verify that
variable is the only thing in the hash tables.
* Same as the previous test, but use a built-in variable
(gl_ClipDistance) with an explicit location set.
* Create an IR list with a single input variable from an interface block
and verify that variable is the only thing in the hash tables.
* Create an IR list with a single input variable and a single input
variable from an interface block. Verify that each is the only thing
in the proper hash tables.
Signed-off-by: Ian Romanick <[email protected]>
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Add predicates to query if a GLSL type is or contains an image.
Rename sampler_coordinate_components() to coordinate_components().
v2: Use assert instead of unreachable.
v3: No need to use a separate code-path for images in
coordinate_components() after merging image and sampler fields in
the glsl_type structure.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
v2: Also rename "target" param to "stage".
Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Kenneth Graunke <[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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Data section helps serialization and cloning of a ir_variable. This
patch includes the helper bits used for read only ir_variables.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now that loop_controls no longer creates normatively bound loops,
there is no need for ir_loop::normative_bound or the
lower_bounded_loops pass.
Reviewed-by: Ian Romanick <[email protected]>
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This patch replaces the ir_loop fields "from", "to", "increment",
"counter", and "cmp" with a single integer ("normative_bound") that
serves the same purpose.
I've used the name "normative_bound" to emphasize the fact that the
back-end is required to emit code to prevent the loop from running
more than normative_bound times. (By contrast, an "informative" bound
would be a bound that is informational only).
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes 'make check' on distros where bash is not at /bin/bash.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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v2: Fix GLSL version in which the type became available. Add
contains_atomic() convenience method. Split off atomic counter
comparison error checking to a separate patch that will handle all
opaque types. Include new ir_variable fields for atomic types.
Reviewed-by: Ian Romanick <[email protected]>
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The unit tests added in the previous commits prove some things about the
state of some internal data structures. The most important of these is
that all built-in input and output variables have explicit_location
set. This means that link_invalidate_variable_locations doesn't need to
know the range of non-generic shader inputs or outputs. It can simply
reset location state depending on whether explicit_location is set.
There are two additional assumptions that were already implicit in the
code that comments now document.
- ir_variable::is_unmatched_generic_inout is only used by the linker
when connecting outputs from one shader stage to inputs of another
shader stage.
- Any varying that has explicit_location set must be a built-in. This
will be true until GL_ARB_separate_shader_objects is supported.
As a result, the input_base and output_base parameters to
link_invalidate_variable_locations are no longer necessary, and the code
for resetting locations and setting is_unmatched_generic_inout can be
simplified.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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link_invalidate_variable_locations
Validates:
- ir_variable::explicit_location should not be modified.
- If ir_variable::explicit_location is not set, ir_variable::location,
ir_variable::location_frac, and
ir_variable::is_unmatched_generic_inout must be reset to 0.
- If ir_variable::explicit_location is set, ir_variable::location
should not be modified. ir_variable::location_frac, and
ir_variable::is_unmatched_generic_inout must be reset to 0.
Previous unit tests have shown that all non-generic inputs / outputs
have explicit_location set.
v2: Split the link_invalidate_variable_locations interface change out to
a separate patch. Remove the vertex_in_builtin_without_explicit and
vertex_out_builtin_without_explicit tests. There was a lot of good
discussion about this on the mailing list to which I refer the
interested reader. Both changes suggested by Paul.
http://lists.freedesktop.org/archives/mesa-dev/2013-October/046652.html
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Geometry shader inputs have an explicit location.
- Geometry shader outputs have an explicit location.
- Fragment shader-only varying locations are not used.
- Geometry shader uniforms and system values don't have an explicit
location.
- Geometry shader constants don't have an explicit location and are
read-only.
- No other kinds of geometry variables exist.
It does not verify that an specific variables exist.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Fragment shader inputs have an explicit location.
- Fragment shader outputs have an explicit location.
- Vertex / geometry shader-only varying locations are not used.
- Fragment shader uniforms and system values don't have an explicit
location.
- Fragment shader constants don't have an explicit location and are
read-only.
- No other kinds of fragment variables exist.
It does not verify that an specific variables exist.
v2: Use _mesa_varying_slot_in_fs in
fragment_builtin.inputs_have_explicit_location. Suggested by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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_mesa_glsl_initialize_variables
Checks that the variables generated meet certain criteria.
- Vertex shader inputs have an explicit location.
- Vertex shader outputs have an explicit location.
- Fragment shader-only varying locations are not used.
- Vertex shader uniforms and system values don't have an explicit
location.
- Vertex shader constants don't have an explicit location and are
read-only.
- No other kinds of vertex variables exist.
It does not verify that an specific variables exist.
v2: Fix memory management mistakes in
common_builtin::string_starts_with_prefix. Clean up error message
reporting in common_builtin::no_invalid_variable_modes. Both suggested
by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Ever since the addition of interface blocks with instance names, we have
had an implicit invariant:
var->type->is_interface() ==
(var->type == var->interface_type)
The odd use of == here is intentional because !var->type->is_interface()
implies var->type != var->interface_type.
Further, if var->type->is_array() is true, we have a related implicit
invariant:
var->type->fields.array->is_interface() ==
(var->type->fields.array == var->interface_type)
However, the ir_variable constructor doesn't maintain either invariant.
That seems kind of silly... and I tripped over it while writing some
other code. This patch makes the constructor do the right thing, and it
introduces some tests to verify that behavior.
v2: Add general-ir-test to .gitignore. Update the description of the
ir_variable invariant for arrays in the commit message. Both suggested
by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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I rarely run 'git status', so I failed to notice this was missing.
Signed-off-by: Kenneth Graunke <[email protected]>
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For each sampler type, this tests that:
- The base type is GLSL_TYPE_SAMPLER.
- The dimensionality is set correctly.
- The returned data type is correct.
- The sampler_array and sampler_shadow flags are set correctly.
- sampler_coordinate_components() returns the correct value.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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v2: Fix *.expected files to match.
Reviewed-by: Paul Berry <[email protected]>
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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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Interfaces are structurally identical to structures from the compiler's
point of view. They have some additional restrictions, and generally
GPUs use different instructions to access them. Using a different base
type should make this a bit easier.
This commit also adds the glsl_type::interface_packing fields. For
GLSL_TYPE_INTERFACE types, this will track the specified packing mode.
It is analogous to gl_uniform_buffer::_Packing.
v2: Add serveral missing GLSL_TYPE_INTERFACE cases in switch-statements.
v3: Add information about glsl_type::interface_packing. Move row_major
checking in glsl_type::record_key_compare from this patch to the
previous patch. Both suggested by Paul Berry.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Tested-by: Andreas Boll <[email protected]>
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Reviewed-by: Andreas Boll <[email protected]>
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When specifying per-target CFLAGS (e.g., ralloc_test_CFLAGS) AM_CFLAGS
are not used. AM_CPPFLAGS should be used for includes anyway.
Fixes a build problem since 41b14d125:
CC ralloc_test-ralloc.o
In file included from ../../../src/glsl/ralloc.c:42:0:
../../../src/glsl/ralloc.h:57:27: fatal error: main/compiler.h: No such file or directory
Acked-by: Paul Berry <[email protected]>
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