| Commit message (Collapse) | Author | Age | Files | Lines |
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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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This allows them to be moved to .rodata, and allow us to be sure that they
will not be modified.
Signed-off-by: Chia-I Wu <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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This was a work-around to allow linking a program with only a fragment
shader in a GLES context. Now that we have GL_EXT_separate_shader_objects
in GLES contexts, we can just use that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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ARB, OES, then everything else. If there's ever a KHR shading language
extension, it should go between ARB and OES.
Signed-off-by: Ian Romanick <[email protected]>
Acked-by: Eric Anholt <[email protected]>
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I don't know of any applications that actually use it. Now that Mesa
supports GL_ARB_separate_shader_objects in all drivers, this extension
is just cruft.
The entrypoints for the extension remain in the XML. This is done so
that a new libGL will continue to provide dispatch support for old
drivers that try to expose this extension.
Future patches will add OpenGL ES GL_EXT_separate_shader_objects, but
that's a different thing.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[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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v2: Rebase on removal of ir_variable::user_location.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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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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When linking a separable program that contains only a fragment shader,
the producer will be NULL. Similar cases will exist with geometry
shaders and, eventually, tessellation shaders.
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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I want to make some changes to this code, but first I want to make some
unit tests for it... so that I can capture the pre- and
post-invariants. Pulling the code out into its own function in a
non-anonymous namespace enables that.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Don't do anything with variables that have explicitly assigned
locations. This is also how built-in varyings are handled.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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In February 2013 Paul unified the values used for shader stage outputs
and shader stage inputs. See commits 8a076c5f0^..eed6baf76. Since that
time, the location_base parameters are always VARYING_SLOT_VAR0.
Instead of passing that around, just hard code it.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Link error conditions added in previous patch are equally applicable
to GL_ARB_fragment_coord_conventions implementation. Extension's spec
says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that program
that have a static use of gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must have
the same set of qualifiers."
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Section 4.3.8.1, page 39 of GLSL 1.50 spec says:
"Within any shader, the first redeclarations of gl_FragCoord
must appear before any use of gl_FragCoord."
GLSL compiler should generate an error in following case:
vec4 p = gl_FragCoord;
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
}
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch makes the glsl compiler to generate an error if we have a
fragment shader defined with conflicting layout qualifier declarations
for gl_FragCoord. For example:
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
void main()
{
}
V2: Some code refactoring for better readability.
Add compiler error conditions for redeclarations like:
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
and
in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
V3: Simplify function is_conflicting_fragcoord_redeclaration()
V4: Check for null pointer before doing strcmp(var->name, "gl_FragCoord").
Signed-off-by: Anuj Phogat <[email protected]>
Cc: <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Currently overlapping locations of input variables are not allowed for all
the shader types in OpenGL and OpenGL ES.
From OpenGL ES 3.0 spec, page 56:
"Binding more than one attribute name to the same location is referred
to as aliasing, and is not permitted in OpenGL ES Shading Language
3.00 vertex shaders. LinkProgram will fail when this condition exists.
However, aliasing is possible in OpenGL ES Shading Language 1.00 vertex
shaders."
Taking in to account what different versions of OpenGL and OpenGL ES specs
say about aliasing:
- It is allowed only on vertex shader input attributes in OpenGL (2.0 and
above) and OpenGL ES 2.0.
- It is explictly disallowed in OpenGL ES 3.0.
Fixes Khronos CTS failing test:
explicit_attrib_location_vertex_input_aliased.test
See more details about this at below mentioned khronos bug.
V2: Fix the case where location exceeds the maximum allowed attribute
location.
V3: Simplify the condition added in V2.
Signed-off-by: Anuj Phogat <[email protected]>
Cc: "9.2 10.0 10.1" <[email protected]>
Bugzilla: Khronos #9609
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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bitfieldInsert takes scalar integers for its last two arguments. Since
bitfieldInsert is lowered on i965 to two instructions that have more
flexible arguments, I didn't notice when I wrote this.
Reviewed-by: Ilia Mirkin <[email protected]>
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Previously this was special-cased for VS and FS; it never got updated
when geometry shaders came along. Generalize using is_varying_var() so
this won't be broken again with tessellation.
Note that there are two copies of the logic for `invariant`: It can be
present as part of a new declaration, and also as a redeclaration of an
existing variable or block member.
Fixes the four new piglits:
spec/glsl-1.50/compiler/invariant-qualifier-*.geom
Note for stable: This won't quite pick cleanly due to whitespace and
state->target -> state->stage renames. Should be straightforward
adjustments though.
Cc: "10.0 10.1" <[email protected]>
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Chris Forbes <[email protected]>
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As of 943b2d52bf5, layout(binding) on an atomic would fail the assertion
here.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Once the relevant branch has been identified do not iterate over the
instructions in the branch, do a linked list insertion instead to avoid the
loop.
Reviewed-by: Kenneth Graunke <[email protected]>
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Acked-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Currently we can have name space collisions between blocks that define the same
fields. For example:
in block
{
vec4 Color;
} In[];
out block
{
vec4 Color;
} Out;
These two blocks will assign the same interface name (block.Color) to the Color
field in flatten_named_interface_blocks_declarations.cpp, leading to havoc.
This was breaking badly the gl-320-primitive-shading test from ogl-samples.
The patch uses the block instance name to avoid collisions, producing names
like block.In.Color and block.Out.Color to avoid the name clash.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76394
Reviewed-by: Kenneth Graunke <[email protected]>
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Notice our multiple values for M_PI_2, which rounded ...32 up to
...4 and ...5.
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Signed-off-by: Chris Forbes <[email protected]>
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Many shaders use a pattern such as:
for (int i = 0; i < NUM_LIGHTS; i++) {
...access a uniform array, or shader input/output array...
}
where NUM_LIGHTS is a small constant (such as 2, 4, or 8).
The expectation is that the compiler will unroll those loops, turning
the array access into constant indexing, which is more efficient, and
which may enable array splitting and other optimizations.
In many cases, our heuristic fails - either there's another tiny nested
loop inside, or the estimated number of instructions is just barely
beyond the threshold. So, we fail to unroll the loop, leaving the
variable indexing in place.
Drivers which don't support the particular flavor of variable indexing
will call lower_variable_index_to_cond_assign(), which generates piles
and piles of immensely inefficient code. We'd like to avoid generating
that.
This patch detects unsupported forms of variable-indexing in loops, where
the array index is a loop induction variable. In that case, it bypasses
the loop-too-large heuristic and forces unrolling.
Improves performance in various microbenchmarks: Gl32PSBump8 by 47%,
Gl32ShMapVsm by 80%, and Gl32ShMapPcf by 27%. No changes in shader-db.
v2: Check ir->array for being an array or matrix, rather than the
ir_dereference_array itself.
v3: Fix and expand statistics in commit message.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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The "fail" flag is set if loop_unroll_count encounters a nested loop;
calling the flag "nested_loop" is a bit clearer.
The original reasoning was that count is inaccurate (too small) if there
are nested loops, as we don't do any sort of analysis on the inner loop.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Loop unrolling will need to know a few more options in the future.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Now that we pass in gl_shader_compiler_options, it makes sense to just
use options->MaxUnrollIterations, rather than passing a separate
parameter.
Half of the invocations already passed options->MaxUnrollIterations,
while the other half passed in a hardcoded value of 32.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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When considering assignment expressions like:
v.x += u.x;
v.x += u.x;
the vectorizer would incorrectly keep going, attempting to find more
instructions to vectorize. It would overwrite the saved assignment
to point at the second one, and increment channels a second time,
resulting in try_vectorize thinking the expression was a vec2 instead of
a float.
Instead, if we see a repeated assignment to a channel, just try to
vectorize everything we've found so far. This clears the saved state
so it will start over.
Fixes Piglit's repeated-channel-assignments.vert.
Cc: "10.1" <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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linker
Information about the binding was not being properly communicated from
the front-end compiler to the linker. As a result, the linker never
knew that any UBOs had explicit bindings!
Fixes the piglit test arb_shading_language_420pack-binding-layout.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Tested-by: [email protected] [v0]
Cc: "10.1" <[email protected]>
Cc: [email protected]
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Previously, a UBO like
layout(binding=2) uniform U {
...
} my_constants[4];
wouldn't get any bindings set. The code would try to set the binding of
U, but that would fail. It should instead set the bindings for U[0],
U[1], ...
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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For blocks, gl_shader_program::UniformStorage isn't very useful. The
names stored there are the names of the elements of the block, so
finding blocks with an instance name is hard. There is also only one
entry in ::UniformStorage for each element of a block array, and that is
a deal breaker.
Using ::UniformBlocks is what _mesa_GetUniformBlockIndex does. I
contemplated sharing code between set_block_binding and
_mesa_GetUniformBlockIndex, but building the stand-alone compiler and
the unit tests make this hard. I plan to return to this effort shortly.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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../../src/glsl/link_uniform_initializers.cpp:87:1: warning: unused parameter 'mem_ctx' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:87:1: warning: unused parameter 'type' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:127:1: warning: unused parameter 'mem_ctx' [-Wunused-parameter]
../../src/glsl/link_uniform_initializers.cpp:127:1: warning: unused parameter 'type' [-Wunused-parameter]
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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In the next patch, we'll see that using
gl_shader_program::UniformStorage is not correct for uniform blocks.
That means we can't use ::UniformStorage to select between the sampler
path and the block path. Instead we want to just use the type of the
variable. That's never passed to set_uniform_binding, and it's easier
to just remove the function (especially for later patches in the series)
than to add another parameter.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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- Remove the spurious block left from the previous commit and re-indent.
- Constify elements.
- Make the spec reference in the code look like other spec references in
the compiler.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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samplers
The two code paths are quite different, and there are some problems in
the handling of uniform blocks. Future changes will cause these paths
to diverge further. Ultimately, selecting between the two functions
will happen at the set_uniform_binding call site, and
set_uniform_binding will be deleted.
NOTE: This patch just moves code around.
Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1" <[email protected]>
Cc: [email protected]
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The rest of our compiler dumps are there, now.
Reviewed-by: Kenneth Graunke <[email protected]>
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While we wish our optimization passes could identify all the cases where
we can coalesce our variables, we miss out on a lot of opportunities.
total instructions in shared programs: 1673849 -> 1673166 (-0.04%)
instructions in affected programs: 299521 -> 298838 (-0.23%)
GAINED: 7
LOST: 0
Note that many programs are "hurt". The notable ones are where we produce
unrolling in cases we didn't before (presumably just because of the lower
instruction count). But there are also some cases where pushing things
right into the variables prevents copy propagation and tree grafting,
since we don't split our variable usage webs apart.
Reviewed-by: Kenneth Graunke <[email protected]>
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