| Commit message (Collapse) | Author | Age | Files | Lines |
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GL_ARB_ES2_compatibility doesn't say anything about shader linking
when one of the shaders (vertex or fragment shader) is absent. So,
the extension shouldn't change the behavior specified in GLSL
specification.
Tested the behavior on proprietary linux drivers of NVIDIA and AMD.
Both of them allow linking a version 100 shader program in OpenGL
context, when one of the shaders is absent.
Makes following Khronos CTS tests to pass:
successfulcompilevert_linkprogram.test
successfulcompilefrag_linkprogram.test
Cc: [email protected]
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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To fix MSVC compile breakage. Evidently, _restrict is an MSVC keyword,
though the docs only mention __restrict (with two underscores).
Note: we may want to also rename _volatile to volatile_flag to be
consistent.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74900
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Add comment about the reason why image variables take up space
from the default uniform block.
Reviewed-by: Paul Berry <[email protected]>
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Because of the combinatorial explosion of different image built-ins
with different image dimensionalities and base data types, enumerating
all the 242 possibilities would be annoying and a waste of .text
space. Instead use a special path in the built-in builder that loops
over all the known image types.
v2: Generate built-ins on GLSL version 4.20 too. Rename
'_has_float_data_type' to '_supports_float_data_type'. Avoid
duplicating enumeration of image built-ins in create_intrinsics()
and create_builtins().
v3: Use a more orthodox approach for passing image built-in generator
parameters.
v4: Cosmetic changes.
Acked-by: Paul Berry <[email protected]>
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v2: Add them on GLSL version 4.20 too.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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No opaque types may be statically initialized in the shader, all
opaque variables must be declared uniform or be part of an "in"
function parameter declaration, no opaque types may be used as the
return type of a function.
v2: Add explicit check for opaque types in interface blocks. Check
for opaque types in ir_dereference::is_lvalue().
Reviewed-by: Paul Berry <[email protected]>
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blocks.
Aggregating images inside uniform blocks is explicitly disallowed by
the standard, aggregating them inside structures is not (as of GL
4.4), but there is a similar problem as with atomic counters: image
uniform declarations require either a "writeonly" memory qualifier or
an explicit format qualifier, which are explicitly forbidden in
structure member declarations. In the resolution of Khronos bug
#10903 the same wording applied to atomic counters was decided to mean
that they're not allowed inside structures -- Rejecting image member
declarations within structures seems the most reasonable option for
now.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Make the "map" array static const.
Reviewed-by: Paul Berry <[email protected]>
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v2: Only allow the early_fragment_tests qualifier in fragment shaders.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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v2: Add comment next to the read_only and write_only qualifier flags.
Change temporary copies of the type qualifier mask to use uint64_t
too.
Reviewed-by: Paul Berry <[email protected]>
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v2: Promote anonymous struct into named struct.
Reviewed-by: Paul Berry <[email protected]>
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v2: Add comment next to the read_only and write_only qualifier flags.
Reviewed-by: Paul Berry <[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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v2: Reuse the glsl_sampler_dim enum for images. Reuse the
glsl_type::sampler_* fields instead of creating new ones specific
to image types. Reuse the same constructor as for samplers adding
a new 'base_type' argument.
Reviewed-by: Paul Berry <[email protected]>
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Reviewed-by: Paul Berry <[email protected]>
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Array dereferences must have scalar indices, so we cannot vectorize
them.
Cc: "10.1" <[email protected]>
Reported-by: Andrew Guertin <[email protected]>
Tested-by: Andrew Guertin <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Consider a multithreaded program with two contexts A and B, and the
following scenario:
1. Context A calls initialize(), which allocates mem_ctx and starts
building built-ins.
2. Context B calls initialize(), which sees mem_ctx != NULL and assumes
everything is already set up. It returns.
3. Context B calls find(), which fails to find the built-in since it
hasn't been created yet.
4. Context A finally finishes initializing the built-ins.
This will break at step 3. Adding a lock ensures that subsequent
callers of initialize() will wait until initialization is actually
complete.
Similarly, if any thread calls release while another thread is still
initializing, or calling find(), the mem_ctx/shader would get free'd while
from under it, leading to corruption or use-after-free crashes.
Fixes sporadic failures in Piglit's glx-multithread-shader-compile.
Bugzilla: https://bugs.freedesktop.org/69200
Signed-off-by: Daniel Kurtz <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: "10.1 10.0" <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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total instructions in shared programs: 1627754 -> 1624534 (-0.20%)
instructions in affected programs: 45748 -> 42528 (-7.04%)
GAINED: 3
LOST: 0
(serious sam, humus domino demo)
Reviewed-by: Matt Turner <[email protected]>
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total instructions in shared programs: 1627826 -> 1627754 (-0.00%)
instructions in affected programs: 6640 -> 6568 (-1.08%)
GAINED: 0
LOST: 0
(HoN and savage2)
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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v2: Fix pasteo of an extra abs being inserted (caught by many). Rewrite
to drop the silly switch statement.
Reviewed-by: Matt Turner <[email protected]> (v1)
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Mesa fails to retain the precision qualifier when parsing:
#version 300 es
centroid in mediump vec2 v;
Consider how the parser's type_qualifier production is applied.
First, the precision_qualifier rule creates a new ast_type_qualifier:
<precision: mediump>
Then the storage_qualifier rule creates a second one:
<flags: in>
and calls merge_qualifier() to fold in any previous qualifications,
returning:
<flags: in, precision: mediump>
Finally, the auxiliary_storage_qualifier creates one for "centroid":
<flags: centroid>
it then does $$ = $1 and $$.flags |= $2.flags, resulting in:
<flags: centroid, in>
Since precision isn't stored in the flags bitfield, it is lost. We need
to instead call merge_qualifier to combine all the fields.
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reported-by: Kevin Rogovin <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Signed-off-by: Juha-Pekka Heikkila <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
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Missed in commit e63bb298. Caused sporadic test failures, like
incorrect-in-layout-qualifier-repeated-prim.geom.
Cc: "10.0" <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Fixes piglit test:
spec/ARB_compute_shader/linker/mix_compute_and_non_compute
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Jordan Justen <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
v2: Use CONTEXT_INT rather than CONTEXT_ENUM.
Reviewed-by: Jordan Justen <[email protected]>
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v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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This patch adds MESA_SHADER_COMPUTE to the gl_shader_stage enum.
Also, where it is trivial to do so, it adds a compute shader case to
switch statements that switch based on the type of shader. This
avoids "unhandled switch case" compiler warnings.
Reviewed-by: Matt Turner <[email protected]>
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Linker loops that iterate through all the stages in the pipeline need
to use MESA_SHADER_FRAGMENT as a bound, so that we can add an
additional MESA_SHADER_COMPUTE stage, without it being erroneously
included in the pipeline.
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Matt Turner <[email protected]>
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From the GLSL 4.40 spec, section 6.4 (Jumps):
The continue jump is used only in loops. It skips the remainder of
the body of the inner most loop of which it is inside. For while
and do-while loops, this jump is to the next evaluation of the
loop condition-expression from which the loop continues as
previously defined.
Previously, we incorrectly treated a "continue" statement as jumping
to the top of a do-while loop.
This patch fixes the problem by replicating the loop condition when
converting the "continue" statement to IR. (We already do a similar
thing in "for" loops, to ensure that "continue" causes the loop
expression to be executed).
Fixes piglit tests:
- glsl-fs-continue-inside-do-while.shader_test
- glsl-vs-continue-inside-do-while.shader_test
- glsl-fs-continue-in-switch-in-do-while.shader_test
- glsl-vs-continue-in-switch-in-do-while.shader_test
Cc: [email protected]
Acked-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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In addition to making it public, we also need to change its first
argument from an ir_loop * to an exec_list *, so that it can be used
to insert the condition anywhere in the IR (rather than just in the
body of the loop).
This will be necessary in order to make continue statements work
properly in do-while loops.
Cc: [email protected]
Acked-by: Carl Worth <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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