| Commit message (Collapse) | Author | Age | Files | Lines |
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To trigger the bug, it suffices to have a line-continuation followed by
a newline and then a non-line-continuation backslash.
Reviewed-by: Kenneth Graunke <[email protected]>
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This loop-control condition with a post-decrement operator would lead to
an underflow of collapsed_newlines. This in turn would cause a subsequent
execution of the loop to labor inordinately trying to return the loop-control
variable to a value of 0 again.
Fix this by dis-intertwining the test and the decrement.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=65112
Reviewed-by: Kenneth Graunke <[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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Verify that interface blocks match when linking separate shader
stages into a program.
Fixes piglit glsl-1.50 tests:
* linker/interface-blocks-vs-fs-member-count-mismatch.shader_test
* linker/interface-blocks-vs-fs-member-order-mismatch.shader_test
Signed-off-by: Kenneth Graunke <[email protected]>
Signed-off-by: Jordan Justen <[email protected]>
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Verify that interface blocks match when combining compilation
units at the same stage. (For example, when merging all vertex
shaders.)
Fixes piglit glsl-1.50 test:
* linker/interface-blocks-multiple-vs-member-count-mismatch.shader_test
v5 (Ken): Rename to link_interface_blocks.cpp and drop the separate .h
file for consistency with other linker code. Remove "ok" variable.
Fold cross_validate_interface_blocks into its caller.
Signed-off-by: Jordan Justen <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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With this change we now support interface block arrays.
For example, cases like this:
out block_name {
float f;
} block_instance[2];
This allows Mesa to pass the piglit glsl-1.50 test:
* execution/interface-blocks-complex-vs-fs.shader_test
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Convert interface blocks with instance names into flat
interface blocks without an instance name.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Uniform/interface blocks are a separate namespace from types.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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For interface blocks, there are three separate namespaces for
uniform, input and output blocks.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously uniform blocks allowed for the 'uniform' keyword
to be used with members of a uniform blocks. With interface
blocks 'in' can be used on 'in' interface block members and
'out' can be used on 'out' interface block members.
The basic_interface_block rule will verify that the same
qualifier type is used with the block and each member.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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An interface block member may specify the type:
in {
in vec4 in_var_with_qualifier;
};
When specified with the member, it must match the same
type as interface block type.
It can also omit the qualifier:
uniform {
vec4 uniform_var_without_qualifier;
};
When the type is not specified with the member,
it will adopt the same type as the interface block.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Interface blocks in GLSL 150 allow an instance name to be used.
v2:
* use state->check_version
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Previously only 'uniform' was allowed for uniform blocks.
Now, in/out can be parsed, but it will only be allowed for
GLSL >= 150.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This GLSL extension requires that AMD_vertex_shader_layer be
enabled by the driver.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Now that all the places that used to generate array derefeneces of
vectors have been changed to generate either ir_binop_vector_extract or
ir_triop_vector_insert (or both), remove all support for dealing with
this deprecated construct.
As an added safeguard, modify ir_validate to reject ir_dereference_array
of a vector.
v2: Convert tabs to spaces. Suggested by Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Like with type conversions on out parameters, some extra copies need to
occur to handle these cases. The fundamental problem is that
ir_binop_vector_extract is not an lvalue, but out and inout parameters
must be lvalues. A previous patch delt with a similar problem in the
LHS of ir_assignment.
v2: Convert tabs to spaces. Suggested by Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Variable indexing into vectors using ir_dereference_array is being
removed, so this lowering pass has to generate something different.
v2: Convert tabs to spaces. Suggested by Eric.
v3: Simplify code slightly by assuming that elements of
gl_ClipDistanceMESA will always be vec4. Suggested by Paul.
v4: Fairly substantial rewrite based on the rewrite of "glsl: Convert
lower_clip_distance_visitor to be an ir_rvalue_visitor"
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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ir_call was changed long ago to be a statement rather than an
expression. That makes this comment no longer valid.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Right now the lower_clip_distance_visitor lowers variable indexing into
gl_ClipDistance into variable indexing into both the array
gl_ClipDistanceMESA and the vectors of that array. For example,
gl_ClipDistance[i] = f;
becomes
gl_ClipDistanceMESA[i >> 2][i & 3] = f;
However, variable indexing into vectors using ir_dereference_array is
being removed. Instead, ir_expression with ir_triop_vector_insert will
be used. The above code will become
gl_ClipDistanceMESA[i >> 2] =
vector_insert(gl_ClipDistanceMESA[i >> 2], i & 3, f);
In order to do this, an ir_rvalue_visitor will need to be used. This
commit is really just a refactor to get ready for that.
v4: Split the least amount of refactor from the rest of the code
changes.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Now ir_dereference_array of a vector will never occur in the RHS of an
expression.
v2: Add back the { } around the if-statement body to make it more
readable. Suggested by Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The ast_array_index code can't know whether to generate an
ir_binop_vector_extract or an ir_triop_vector_insert. Instead it will
always generate ir_binop_vector_extract, and the LHS and RHS have to be
re-written.
v2: Convert tabs to spaces. Suggested by Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will eventually replace do_vec_index_to_cond_assign. This lowering
pass is called in all the places where do_vec_index_to_cond_assign or
do_vec_index_to_swizzle is called.
v2: Use WRITEMASK_* instead of integer literals. Use a more concise
method of generating broadcast_index. Both suggested by Eric.
v3: Use a series of scalar compares instead of a single vector compare.
Suggested by Eric and Ken. It still uses 'if (cond) v.x = y;' instead
of conditional assignments because ir_builder doesn't do conditional
assignments, and I'd rather keep the code simple.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Lower ir_binop_vector_extract with a non-constant index to a series of
conditional moves. This is exactly like ir_dereference_array of a
vector with a non-constant index.
v2: Convert tabs to spaces. Suggested by Eric.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Lower ir_binop_vector_extract with a constant index to a swizzle. This
is exactly like ir_dereference_array of a vector with a constant index.
v2: Convert tabs to spaces. Suggested by Eric.
v3: Correctly call convert_vector_extract_to_swizzle in
ir_vec_index_to_swizzle_visitor::visit_enter(ir_call *ir). Suggested by
Ken.
v4: Use CLAMP instead of MIN2(MAX2()). Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Use a first function that extract the vector being indexed and the index
from the deref. Call the second function that does the real work.
Coming patches will add a new ir_expression for variable indexing into a
vector. Having the lowering pass split into two functions will make it
much easier to lower the new ir_expression.
v2: Convert tabs to spaces. Suggested by Eric.
v3: Move some bits from a later patch back to this patch so that it
actually compiles. Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The new opcode is used to generate a new vector with a single field from
the source vector replaced. This will eventually replace
ir_dereference_array of vectors in the LHS of assignments.
v2: Convert tabs to spaces. Suggested by Eric.
v3: Add constant expression handling for ir_triop_vector_insert. This
prevents the constant matrix inversion tests from regressing. Duh.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The new opcode is used to get a single field from a vector. The field
index may not be constant. This will eventually replace
ir_dereference_array of vectors. This is similar to the extractelement
instruction in LLVM IR.
http://llvm.org/docs/LangRef.html#extractelement-instruction
v2: Convert tabs to spaces. Suggested by Eric.
v3: Add array index range checking to ir_binop_vector_extract constant
expression handling. Suggested by Ken.
v4: Use CLAMP instead of MIN2(MAX2()). Suggested by Ken.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Commit b765740 (glsl: Pass struct shader_compiler_options into
do_common_optimization.) added a new parameter to
do_common_optimization() but didn't update test_optpass.cpp, causing
"make check" to break.
This patch makes the proper updates to test_optpass.cpp so that the
build succeeds again.
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This pass flips (matrix * vector) operations to (vector *
matrixTranspose) for certain built-in matrices (currently
gl_ModelViewProjectionMatrix and gl_TextureMatrix).
This is equivalent, but results in dot products rather than multiplies
and adds. On some hardware, this is more efficient.
This pass is conditionalized on ctx->mvp_with_dp4, the flag drivers set
to indicate they prefer dot products.
Improves performance in Lightsmark by 1.01131% +/- 0.162069% (n = 10)
on a Haswell GT2 system. Passes Piglit on Ivybridge.
v2: Use struct gl_shader_compiler_options instead of plumbing through
another boolean flag for this purpose.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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do_common_optimization may need to make choices about whether to emit
certain kinds of instructions. gl_context::ShaderCompilerOptions
contains exactly that information, so it makes sense to pass it in.
Rather than passing the whole array, pass the structure for the stage
that's currently being worked on.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This code is copied from _mesa_init_shader_state().
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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We can't include shaderobj.h from the standalone utilities, so we
unfortunately have to copy this function.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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NOTE: This is a candidate for the 9.1 branch.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits
Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits
etc.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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i965/Gen7+ and Radeon/Evergreen+ have bfm/bfi instructions to implement
bitfieldInsert() from ARB_gpu_shader5.
v2: Add ir_binop_bfm and ir_triop_bfi to st_glsl_to_tgsi.cpp.
Remove spurious temporary assignment and dereference.
Reviewed-by: Chris Forbes <[email protected]>
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v2: Order bits from LSB end (31 - count) for ir_unop_find_msb.
v3: Add ir_triop_bitfield_extract as an exception to the op[0]->type ==
op[1]->type assertion in ir_constant_expression.cpp.
Reviewed-by: Chris Forbes <[email protected]> [v2]
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v2: Move use of ir_binop_bfm and ir_triop_bfi to a later patch.
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
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Needed to support the bitfieldInsert() built-in added by
ARB_gpu_shader5.
Reviewed-by: Chris Forbes <[email protected]>
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Reviewed-by: Chris Forbes <[email protected]>
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This cleans up some funny-looking code in some unigine shaders I was
looking at. Also slightly helps on planeshift and a few shaders in an
upcoming Valve release.
total instructions in shared programs: 1653715 -> 1653587 (-0.01%)
instructions in affected programs: 16550 -> 16422 (-0.77%)
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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