| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
... with only ARB_shader_atomic_counters.
I expected to see interactions with ARB_tessellation_shader in the
ARB_shader_atomic_counters spec, but they do not exist. It seems that we
should unconditionally expose these variables in the presence of
ARB_shader_atomic_counters:
gl_MaxTessControlAtomicCounters
gl_MaxTessEvaluationAtomicCounters
This partially reverts commit da7adb99e8. The commit also affected
gl_MaxTessControlImageUniforms and gl_MaxTessEvaluationImageUniforms
similarly but the ARB_shader_image_load_store spec does list an
interaction with ARB_tessellation_shader.
Cc: "11.0" <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92095
Reviewed-by: Kenneth Graunke <[email protected]>
(cherry picked from commit d6bb46bbe8e4ef90dedc5a04c7434a8113c10a8b)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As of a10d4937, we would really like things associated with an instruction
to be allocated out of that instruction and not out of the shader. In
particular, you should be passing the instruction that will ultimately be
holding the source into nir_src_copy rather than an arbitrary memory
context.
We also change the prototypes of nir_dest_copy and nir_alu_src/dest_copy to
explicitly take an instruction so we catch this earlier in the future.
Cc: "11.0" <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
(cherry picked from commit 8c8fc5f8336c8c79e5890265ae6c03271aa94075)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Cuts compile/link time of the fragment shader in #91857 by 19%
(16.28 -> 13.05).
I didn't bother with the acp sets because they're smaller, but it
might be worth doing as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91857
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
(cherry picked from commit 4654439fdd766f79a78fe0d812fd916f5815e7e6)
Nominated-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Cuts compile/link time of the fragment shader in bug #91857 by 31%
(31.79 -> 21.64). It has over 8,000 variables so linked lists are
terrible.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91857
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Tested-by: Tapani Pälli <[email protected]>
(cherry picked from commit 2fc0ce293ac58237f02cc5dd2eee4e35abea06b5)
Nominated-by: Emil Velikov <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
v2: rebase on top of the previous commit - don't touch the LOCAL_PATH
prefix for nir_constant_expressions.h
Cc: 11.0 <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
(cherry picked from commit c373eaedfc09ff2af7002b64ba0ae8ba71df86a1)
|
|
|
|
|
|
|
|
|
|
|
|
| |
Rather than folding one variable within the other only to unwrap them,
just use the ones we need.
v2: bring back LOCAL_PATH prefix for nir_constant_expressions,h
Cc: 11.0 <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]> (v1)
(cherry picked from commit a3b05e04921a4fcc05cfc994e415e3ceb39fd184)
|
|
|
|
|
|
|
| |
Cc: 11.0 <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
(cherry picked from commit da5e4559ee3b239d2483645ed54b35aa6628fbaf)
|
|
|
|
|
|
|
|
|
|
|
|
| |
The glsl equivalent of "mesa: automake: rework the source generation
rules". Plus let's make things consistent and always explicitly provide
the header name.
v2: Rebase on top of reverted "remove custom AM_V_LEX/YACC" (Matt)
Cc: 11.0 <[email protected]>
Signed-off-by: Emil Velikov <[email protected]>
(cherry picked from commit 9e0594418d8fa47e19bfe57450198d3fa7d087a0)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In various versions of OpenGL and GLSL, it's possible to declare
multiple VS input variables with aliasing attribute locations.
So, when computing the storage requirements for vertex attributes,
we can't simply add up the sizes. Instead, we need to look at the
enabled slots.
This patch begins tracking which attributes are double types that
are larger than 128-bits (i.e. take up two vec4 slots). We then
count normal attributes once, and count the double-size attributes
a second time.
Fixes deQP functional.attribute_location.bind_aliasing.max_cond_* tests
on i965, which regressed with commit ad208d975a6d3aebe14f7c2c16039ee20.
No Piglit changes on llvmpipe (which actually supports dvecs).
Cc: "10.6 11.0" <[email protected]>
Tested-by: Mark Janes <[email protected]>
Reviewed-by: Ilia Mirkin <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
(cherry picked from commit c3294ca5a13cf3f0eb3d9907a46ff8ce4bc2963b)
|
|
|
|
|
| |
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
This got missed because the piglit test only tested int images to avoid a
combinatiorial explosion of format, targets, stages and sizes which
takes more than 5 minutes to test on nvidia's driver.
This patch also drops the IMAGE_FUNCTION_AVAIL_ATOMIC which is not applicable
to the image_size codepath but was not hurting in any way.
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
| |
V2: rebase on SSBO changes
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
The constant folding pass can take a long time to complete
so rather than running through the entire pass each time
a new constant is propagated (and vice versa) interleave them.
This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1
go from around 2 min -> 23 sec.
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
See issue from the ARB_texture_query_lod spec for LOD vs Lod confusion:
(3) The core specification uses the "Lod" spelling, not "LOD". Should
this extension be modified to use "Lod"?
RESOLVED: The "Lod" spelling is the correct spelling for the core
specification and the preferred spelling for use. However, use of
"LOD" also exists, as the extension predated the core specification,
so this extension won't remove use of "LOD".
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Fixes a crash in Piglit's
spec@arb_shader_subroutine@[email protected] for me.
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
v2, review from Francisco Jerez:
- make the destination variable as large as what the nir instrinsic
defines (4) instead of the size of the return variable of glsl. This
is still safe for the already existing code because all the intrinsics
affected returned the same amount of components as expected by glsl IR.
In the case of image_size, it is not possible to do so because the
returned number of component depends on the image type and this case
is not well handled by nir.
v3:
- Style fix
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The code is heavily inspired from Francisco Jerez's code supporting the
image_load_store extension.
Backends willing to support this builtin should handle
__intrinsic_image_size.
v2: Based on the review of Ilia Mirkin
- Enable the extension for GLES 3.1
- Fix indentation
- Fix the return type (float to int, number of components for CubeImages)
- Add a warning related to GLES 3.1
v3: Based on the review of Francisco Jerez
- Refactor the code to share both add_image_function and _image with the other
image-related functions
v4: Based on Topi Pohjolainen's comments
- Do not add parenthesis for the return value
v5: based on Francisco Jerez's comments:
- Fix a few indent issues
- Reduce the size of a condition by testing the dimension and array properties
instead of enumerating all the formats.
Signed-off-by: Martin Peres <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
|
|
|
|
|
|
| |
Reviewed-by: Edward O'Callaghan <[email protected]>
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This includes the minimum required desktop/ES GLSL version in the
format qualifier table in anticipation of new GLSL versions extending
the set of supported image formats. According to section 4.4.7 of the
GLSL ES 3.1 spec:
"The format layout qualifier identifiers for image variable
declarations are:
[...]
rgba32f
rgba16f
r32f
rgba8
rgba8_snorm
[...]
rgba32i
rgba16i
rgba8i
r32i
[...]
rgba32ui
rgba16ui
rgba8ui
r32ui"
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
| |
constants.
These seem to have been re-added at some point during the
ARB_tessellation_shader implementation work. AFAICT the second
(correct) definition of each constant would have had no effect because
the symbols were already defined.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
| |
These are a subset of the image types supported by desktop GL,
excluding 1D, 1D array, rectangle, buffer, cube array, 2D MS and 2D
MS array texture targets.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
| |
These are not part of unextended GLSL ES 3.1.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
From the GLSL ES 3.1 spec, section 4.7.3:
"Any floating point, integer, opaque type declaration can have the
type preceded by one of these precision qualifiers: [...] highp
[...], mediump [...], lowp [...]."
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
| |
writeonly.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Note that this is slightly more permissive than the spec language
requires: "Any image variable must specify a format layout qualifier."
The GLSL ES spec seems really sketchy regarding format layout
qualifiers on function formal parameters -- On the one hand they are
required, but on the other hand it doesn't provide any syntax to
specify them (see section 6.1.1), they don't participate in parameter
type matching for overload resolution, and are in fact explictly
forbidden ("Layout qualifiers cannot be used on formal function
parameters"). Of course none of the image built-in functions defined
by the spec specify format layout qualifiers (and they probably
couldn't sensibly), to contradict its own requirement.
This probably qualifies for a spec bug, but in the meantime do the
sensible thing and require layout qualifiers on uniforms *only*.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
| |
Support for binding an image to an image unit explicitly in the shader
source is required by both GLSL 4.2 and GLSL ES 3.1, but not by the
original ARB_shader_image_load_store extension.
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
| |
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
MaxCombinedShaderOutputResources.
The name of both the GLSL built-in variable and the glGetInteger param
with the same value changed in GLSL ES 3.1 and GL 4.5. Its semantics
also changed slightly, since the limit now also takes into account the
number of SSBs in use. Switch our internal data structures to the
up-to-date name.
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
|
|
|
|
|
|
|
| |
Much more readable.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
| |
Makes the function a bit smaller.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
GL_ARB_compute_shader is limited for GLSL version 430.
This enables for GLSL ES version 310.
V2: Updated error string to also include GLSL 3.10
Signed-off-by: Marta Lofstedt <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
| |
Patch separates array samplers from the texture_multisample check so that we
can enable only [iu]sampler2DMS, [iu]sampler2DMSArray are not supported.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
They're used by glsl_to_nir.cpp, and I want to use them in TGSI-to-NIR as
well (our use of the var->index slot to store slot properties no longer
works since it got truncated).
The *_MAX defines are left in mtypes.h, because they depend on config.h.
Acked-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
The positive and negative value of a float can only
be equal to each other if it is -0.0f and 0.0f.
This is safe for Nan and Inf, as -Nan != Nan, and -Inf != Inf
This gives no changes in my shader-db
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
-NaN != NaN, and -Inf != Inf, so this should be safe.
Found while working on my VRP pass.
Shader-db results on my IVB:
total instructions in shared programs: 1698267 -> 1698067 (-0.01%)
instructions in affected programs: 15785 -> 15585 (-1.27%)
helped: 36
HURT: 0
GAINED: 0
LOST: 0
Some shaders was found to have the following pattern in NIR:
vec1 ssa_26 = fneg ssa_21
vec1 ssa_27 = fne ssa_21, ssa_26
Make that:
vec1 ssa_27 = fne ssa_21, 0.0f
This is found in Dota2 and Brutal Legend.
One shader is cut by 8%, from 323 -> 296 instructons in SIMD8
Signed-off-by: Thomas Helland <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
NIR instruction count results on i965:
total instructions in shared programs: 1261954 -> 1261937 (-0.00%)
instructions in affected programs: 455 -> 438 (-3.74%)
One in yofrankie, two in tropics. Apparently i965 had also optimized all
of these out anyway.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
| |
There are so many flags in textures, that the CSE pass would have a hard
time referencing the correct set when figuring out if two texture ops are
the same. By zeroing, we can avoid that fragility.
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Avoids regressions in vc4 when trying to do our blending in NIR.
v2: Add the other unpack ops I meant to when writing the original commit
message.
Reviewed-by: Matt Turner <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We may find a cause to do more undef optimization in the future, but for
now this fixes up things after if flattening. vc4 was handling this
internally most of the time, but a GLB2.7 shader that did a conditional
discard and assign gl_FragColor in the else was still emitting some extra
code.
total instructions in shared programs: 100809 -> 100795 (-0.01%)
instructions in affected programs: 37 -> 23 (-37.84%)
v2: Use nir_instr_rewrite_src() to update def/use on src[0] (by Thomas
Helland).
v3: Make sure to flag metadata dirties, and copy the swizzle and abs/neg
over to src[0], too (by anholt).
Reviewed-by: Thomas Helland <[email protected]> (v2)
Tested-by: Thomas Helland <[email protected]> (v2)
|
|
|
|
| |
Reviewed-by: Ilia Mirkin <[email protected]>
|
|
|
|
| |
Reviewed-by: Thomas Helland <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Stage ref cannot be queried for transform feedback.
Also simplify the build_stageref function by passing the
correct mode for uniforms.
Reviewed-by: Tapani Pälli <[email protected]>
|
|
|
|
| |
Reviewed-by: Dave Airlie <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
There is apparently a subtle difference in C++ between
F f;
and
F f();
The former will use the default constructor. If there is no default
constructor specified, the compiler provides one that simply invokes the
default constructor for each field. For built-in basic types, the
default constructor does nothing. The later will, according to
http://stackoverflow.com/questions/2417065/does-the-default-constructor-initialize-built-in-types)
perform value-initialization of the type. For built-in types this means
initializing to zero.
The per_vertex_accumulator constructor is:
per_vertex_accumulator::per_vertex_accumulator()
: fields(),
num_fields(0)
{
}
This is the second form of constructor, so the glsl_struct_field
objects were previously zero initialized. With the addition of an empty
default constructor in commit 7ac946e5, per_vertex_accumulator::fields
receive no initialization.
Fixes a bunch of random (mostly tessellation related) piglit failures
since commit 7ac946e5 ("glsl: Add constuctors for the common cases of
glsl_struct_field").
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91544
Reviewed-by: Ian Romanick <[email protected]>
|