| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Ian Romanick <[email protected]>
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When considering which components of a variable were killed by an
assignment, constant propagation would previously just use the write
mask of the assignment. This worked if the LHS of the assignment was
simple, e.g.:
v.xy = ...; // (assign (xy) (var_ref v) ...)
But it did the wrong thing if the LHS of the assignment involved an
array indexing operator, since in this case the write mask is always
(x):
v[i] = ...; // (assign (x) (deref_array (var_ref v) (var_ref i)) ...)
In general, we can't predict which vector component will be selected
by array indexing, so the only safe thing to do in this case is to
kill the entire variable.
Fixes piglit tests {fs,vs}-vector-indexing-kills-all-channels.shader_test.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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v2: Put unit tests in src/glsl/tests rather than tests/glsl.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The spec requires that samplers be initialized to 0. Since this
differs from the 1-to-1 mapping of samplers to texture units assumed
by ARB assembly shaders (and the gl_program structure), be sure to
propagate this date from the gl_shader_program to the gl_program.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
CC: Vadim Girlin <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49088
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v2: Fix handling of arrays-of-structure. Thanks to Eric Anholt for
pointing this out.
v3: Minor comment change based on feedback from Ken.
Fixes piglit glsl-1.20/execution/uniform-initializer/fs-structure-array
and glsl-1.20/execution/uniform-initializer/vs-structure-array.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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It's an implied argument, and I don't think being explicit about it
helps.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fixes piglit glsl-1.30/execution/switch/fs-uint.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The comment quotes spec saying that only scalar integers are allowed,
but we only checked for integer.
Fixes piglit switch-expression-const-ivec2.vert
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I noticed this while unindenting the code.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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I managed to completely trash it in 22d81f15.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Total instructions: 261582 -> 261316
135/2147 programs affected (6.3%)
36752 -> 36486 instructions in affected programs (0.7% reduction)
This excludes a tropics shader that now gets 16-wide mode and throws
off the numbers. 5 shaders are hurt: two extra MOVs in 4 tropics
shaders it looks like because we don't split register names according
to independent webs, and one gstreamer shader where it looks like
try_rewrite_rhs_to_dst() is falling on its face.
This should also help avoid a regression in VSes from idr's ARB
programs to GLSL work.
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Should fix MSVC link failure.
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Previously, I tried implementing this in the i965 driver, but did so
in a way that violated the intent of the spec, and broke Tropics.
Reviewed-by: Kenneth Graunke <[email protected]>
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This conflicts with the GLSL 1.30+ rules for derivatives after a
discard has occurred.
Reviewed-by: Kenneth Graunke <[email protected]>
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This removes code duplication with
ir_expression::constant_expression_value and builtins/ir/*.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This points to the object with the function body, allowing us to map
from a built-in prototype to the actual body with IR code to execute.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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- copy_masked_offset copies part of a constant into another,
assign-like.
- copy_offset copies a constant into (a subset of) another,
funcall-return like.
These methods are to be used to trace through assignments and function
calls when computing a constant expression.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
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The method is used to get a reference to an ir_constant * within the
context of evaluating an assignment when calculating a
constant_expression_value.
Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
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Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
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Signed-off-by: Olivier Galibert <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]> [v1]
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We were looping over all the vector components, but only dealing with
the first one. This was masked by the fact that constant expression
handling on built-ins went through custom code for the lessThan()
/function/ rather than the ir_binop_less expression operator.
NOTE: This is a candidate for all release branches.
Reviewed-by: Ian Romanick <[email protected]>
Signed-off-by: Olivier Galibert <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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When doing the var->assigned change in
f2475ca424f7e001be50f64dafa5700f6603d684, I overzealously indented the
second block of code into the "if (var)" test. Revert these blocks to
the way they were before, just taking advantage of "var" to avoid
re-calling variable_referenced().
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49066
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I only considered var->assigned for FragColor and FragData, but
ignored when it was false for out vars. Fixes piglit
write-gl_FragColor-and-not-user-output.frag
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49068
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The index is also used for GL_ARB_blend_func_extended. Cloning in
i965 was dropping a non-ARB_explicit_attrib_location index.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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Reviewed-by: Brian Paul <[email protected]>
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And lay the groundwork for GL_ARB_debug_output.
v2: Add descriptive comments.
Reviewed-by: Brian Paul <[email protected]>
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Fix uninitialized scalar field defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Fix uninitialized pointer field defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Fix uninitialized pointer field defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This is taken from the ogl-math project, with Inverse renamed to adj
(since it's not actually the inverse), transposed, and our types
plugged in. There are potential CSE opportunities in this code
(particularly for hardware with RCP but not DIV), but we should be
doing CSE anyway, so don't hand-optimize.
Fixes piglit inverse tests.
Acked-by: Kenneth Graunke <[email protected]>
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This takes advantage of the builtin compiler to generate IR into a
string, the same way we read GLSL for function prototypes for our
profiles.
Reviewed-by: Kenneth Graunke <[email protected]>
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This lets ir_reader eat the output of builtin_compiler on actual
function definitions.
Reviewed-by: Kenneth Graunke <[email protected]>
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I keep getting lost in the Makefile trying to figure out what to edit
to work on builtin_compiler or glsl_compiler.
Reviewed-by: Kenneth Graunke <[email protected]>
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We were checking for these at link time previously, which is not as
early as mandated, and would actually fail to detect conflicting
writes if dead code removal removed some writes.
Fixes failures in piglit
glsl-*/compiler/fragment-outputs/write-gl_Frag*
Reviewed-by: Kenneth Graunke <[email protected]>
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This will be used for some compile-and-link-time error checking, where
currently we've been doing error checking only at link time.
Reviewed-by: Kenneth Graunke <[email protected]>
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This runs optimization-test and produces the usual automake test
output, which may be interesting to automated build systems.
This doesn't convert the tests to be individually exposed to the
automake runner, because automake doesn't like wildcards (due to being
nonportable in make, not that we care).
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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This is the reason the declaration member existed in the reference
visitor, but I didn't copy the code from structure splitting that
avoided setting it.
This wasn't currently a problem, because we don't allow splitting of
in/out variables. But that would be nice to change some day.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was carried over from structure splitting, without thinking about
whether the name still made sense in this context.
Reviewed-by: Kenneth Graunke <[email protected]>
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Ken noted that some of the "actual work" was happening in the caller
of this class.
Reviewed-by: Kenneth Graunke <[email protected]>
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Ken noted this in a review of this patch that I pushed early.
Reviewed-by: Kenneth Graunke <[email protected]>
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Vinson reported that we failed to initialize this, which would lead to
all kinds of crashes if we actually used it. Since we don't use it,
we may as well just delete the broken code.
Signed-off-by: Kenneth Graunke <[email protected]>
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Deletes a lot of pointless duplication, as well as some run-time effort.
Conveniently, GLSL 1.40 no longer needs a .vert variant, since it
doesn't define any built-ins specific to the vertex shader stage.
ARB_texture_rectangle and OES_EGL_image_external also only need a single
profile, since the .vert and .frag variants were identical.
I didn't bother with EXT_texture_array and OES_texture_3D because
they're so tiny that the savings would be miniscule.
Cuts the generated builtin_function.cpp from 1.7MB to 1.0MB (41%).
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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The built-in subsystem uses "profiles," or GLSL shaders containing
prototypes for all built-ins supported within a particular language
version (or extension) and shader stage.
Since profiles were stage-specific, we had to cut and paste almost all
the prototypes between (e.g.) 110.vert and 110.frag. Naturally, this
led to sundry cut and paste bugs, where someone fixed an issue in .frag
but neglected to update .vert, or vice-versa. Geometry shaders would
have only made this worse.
This patch introduces support for a new '.glsl' profile suffix which
contains prototypes common to all shader stages. The existing '.frag'
and '.vert' profiles need only contain the few stage-specific built-ins.
Not only does this remove duplication, it makes built-in setup slightly
faster: we don't need to re-read the common prototypes and function
bodies for both the vertex and fragment shader stage.
Internally, this was trivial. We already create a list of gl_shader
objects to search through for built-ins: one for the core language
version/stage, and additional shaders for any extensions in use. This
patch simply adds another shader to the list: core/common, core/stage,
and extensions.
The next patch will update the profiles to remove the duplication.
It's separated out purely to make review easier.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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These ought to be treated as 'any stage', but for now, they're just
treated as vertex shaders.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Acked-by: Ian Romanick <[email protected]>
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The GLSL 1.30 -> 4.10 specs all erroneously say "vec2" for a few
overloads of textureProjGradOffset, while most overloads and all other
texturing functions use ivec types.
The GLSL 4.20 specification corrects these to "ivec2", but doesn't
mention this as being a conscious change in behavior. Nor does the
ARB_shading_language_420pack extension. So presumably it was a typo.
At any rate, our builtin functions all use ivec already, so the fact
that these prototypes use plain vecs will only lead to applications
dying in a fire when trying to use them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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This reverts commit 4ec449a6ed1d2cea3bf83d6518b3b352ce5daceb.
I meant to not push this one. Review found that a link error is not
mandated: it should link, but you get undefined rendering if you rely
on a missing stage.
page 42/55 section 2.11 "Vertex Shaders":
"If the program object has no vertex shader, or no program object
is currently in use, the results of vertex shader execution are
undefined."
(and similar for page 160/173 section 3.9 "Fragment Shaders" for FS,
and page 45/58 section 2.11.2 "Program Objects" for program being 0)
It turns out the commit was broken anyway, because it was missing a
"goto done", so linkstatus got smashed back to true later and the
error just showed up as a warning in the infolog.
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