| Commit message (Collapse) | Author | Age | Files | Lines |
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This is a copy of commit 536003c11e4cb1172c540932ce3cce06f03bf44e
except for i915.
Original log for the i965 commit follows:
Some application, such as drm backend of weston, uses XRGB8888 config as
default. i965 doesn't provide this format, but before commit 65c8965d,
the drm platform of EGL takes ARGB8888 as XRGB8888. Now that commit
65c8965d makes EGL recognize format correctly so weston won't start
because it can't find XRGB8888. Add XRGB8888 format to i965 just as
other drivers do.
Signed-off-by: Derek Foreman <[email protected]>
Acked-by: Boyan Ding <[email protected]>
Tested-by: Mark Janes <[email protected]>
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This fixes a defect detected by Coverity Scan.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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GL_ARB_vertex_attrib_64bit was the last piece missing.
v2: update docs (Jordan)
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2: update docs (Jordan)
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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ARB_vertex_attrib_64bit for HSW+
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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v2: update docs (Jordan)
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Those not supporting 64 bit input vertex attributes will have the
dual_slot value as false.
Reviewed-by: Jordan Justen <[email protected]>
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For dvec3 and dvec4 types, a single GRF do not have enough space to
allocate two inputs from two different vertices (SIMD4x2).
So the GRF only contains first two components for the two vertices, and
the next GRF has the remaining components.
We want to put all the components for the same vertex in the same
register. Thus, we do a shuffle to reorder the data.
Reviewed-by: Jordan Justen <[email protected]>
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Doubles needs more that one slot per attribute. So when filling the
attribute_map we check if it is a double in order to allocate one
extra register.
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Doubles need extra space, so we would need to do a remapping for vec4
too in order to take that into account. We reuse the already
existing remap_vs_attrs, but passing is_scalar, so they could
remap accordingly.
v2: code-format remap_vs_attrs_params initialization (Matt)
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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As part of the payload setup, setup_attributes is called with the first
GRF that can be used for the attributes (first ones are used for
uniforms for example) and returns the first GRF that is not part of the
payload. Before this patch, it adds directly the number of attributes.
But as with 64-bit attributes can consume more than one slot, that is
not valid anymore. This patch change the addition to use the number of
slots consumed.
gen >= 8 would not be affected, as they use the scalar mode. For that
case, the vs configuration is done at fs_visitor::assign_vs_urb_setup.
v2: add explanation in commit log (Jordan)
Reviewed-by: Jordan Justen <[email protected]>
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gen < 8 doesn't support *64*PASSTHRU formats when emitting
vertices. So in order to provide the equivalent functionality, we need
to downsize the format to equivalent *32*FLOAT, and in some cases
(R64G64B64 and R64G64B64A64) submit two 3DSTATE_VERTEX_ELEMENTS for
each vertex element.
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Juan A. Suarez Romero <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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Although gen7 doesn't include surface types as a valid conversion format,
we return it, as it reflects what we want to achieve, even if we need
to workaround it on gen < 8.
Reviewed-by: Jordan Justen <[email protected]>
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Predication needs cmd parser only on gen7. For newer platforms, it
should be available without it.
v2 (Ken): rebase on recent changes.
Signed-off-by: Rafael Antognolli <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
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While the below stats are encouraging this pass will also become
very usefull for avoiding regression once
brw_do_channel_expressions() and brw_do_vector_splitting() are
disabled.
On Broadwell:
total instructions in shared programs: 13078787 -> 13060898 (-0.14%)
instructions in affected programs: 1809827 -> 1791938 (-0.99%)
helped: 4527
HURT: 157
total cycles in shared programs: 256562762 -> 256590424 (0.01%)
cycles in affected programs: 159749392 -> 159777054 (0.02%)
helped: 5583
HURT: 2289
total spills in shared programs: 14929 -> 14923 (-0.04%)
spills in affected programs: 62 -> 56 (-9.68%)
helped: 1
HURT: 0
total fills in shared programs: 20144 -> 20141 (-0.01%)
fills in affected programs: 253 -> 250 (-1.19%)
helped: 1
HURT: 3
LOST: 0
GAINED: 2
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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I'm going to add a boolean scheduling pass that I want run late, but
after copy propagation and dead code elimination. Yet, I don't want
to have to think about registers. So, move the register conversion
a little later.
No impact on shader-db. Suggested by Jason Ekstrand.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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We want vue_map->num_slots to be one more than the final slot.
When assigning fixed slots, built-in slots, and non-SSO user varyings,
we do slot++. This leaves "slot" as one past the most recently assigned
slot. But for SSO user varyings, we computed slot based on the varying
location value...and left it at that slot value.
To work around this inconsistency, I made num_slots be "slot + 1" if
separate and "slot" otherwise. The problem is...if there are no user
varyings in SSO mode...then we would have done slot++ when assigning
built-ins, so it would be off by one. This resulted in loops from 0
to vue_map->num_slots hitting a bonus BRW_VARYING_SLOT_PAD at the end.
This used to break the SIMD8 VS/TES backends, but I fixed that in
commit 480d6c1653713dcae617ac523b2ca5deee01c845. It's probably safe
at this point, but we should fix it anyway.
To fix this, do slot++ in all cases. For SSO mode, we overwrite slot
for every varying, so this increment only matters on the last varying.
Because we process varyings in order, this will set slot to 1 more
than the highest assigned slot.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
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So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <[email protected]>
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Currently we do this only in the fallback code (when tiled memcpy
version failed) but it needs to be done always so that we have
correct read and write buffer in place. No regressions seen in CI.
Fixes:
dEQP-EGL.functional.buffer_age.*
Signed-off-by: Tapani Pälli <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98330
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
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In Vulkan, we'll compile the TCS and TES at the same time, so I can just
pass the TCS output VUE map to brw_compile_tes as the TES input VUE map.
So, we only need to do this in GL. Move it to the GL-specific layer.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This isn't needed, and Vulkan doesn't have one.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Moving this down a layer lets us share code between Vulkan and GL.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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NIR exists in both GL and Vulkan, but gl_program is GL specific.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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See also <https://bugs.freedesktop.org/show_bug.cgi?id=93551#c27> where
this was first observed as a requirement.
Signed-off-by: Kai Wasserbäch <[email protected]>
Signed-off-by: Marek Olšák <[email protected]>
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We run this after nir_lower_vars_to_ssa so that as many load/store_var
intrinsics as possible before copy_prop_vars executes. This is because the
pass isn't particularly efficient (it does a lot of linear walks of a
linked list) so we'd like as much of the work as possible to be done before
copy_prop_vars runs.
Shader DB results on Sky Lake:
total instructions in shared programs: 12020290 -> 12013627 (-0.06%)
instructions in affected programs: 26033 -> 19370 (-25.59%)
helped: 16
HURT: 13
total cycles in shared programs: 137772848 -> 137549012 (-0.16%)
cycles in affected programs: 6955660 -> 6731824 (-3.22%)
helped: 217
HURT: 237
total loops in shared programs: 3208 -> 3208 (0.00%)
loops in affected programs: 0 -> 0
helped: 0
HURT: 0
total spills in shared programs: 4112 -> 4057 (-1.34%)
spills in affected programs: 483 -> 428 (-11.39%)
helped: 2
HURT: 0
total fills in shared programs: 5519 -> 5102 (-7.56%)
fills in affected programs: 993 -> 576 (-41.99%)
helped: 2
HURT: 0
LOST: 0
GAINED: 0
Broadwell had similar results. On older hardware, the impact isn't as
large because they don't advertise GL 4.5. Of the hurt programs, all but
one are hurt by a single instruction and the one is hurt by 3 instructions.
All of the helped programs, on the other hand, are helped by at least 3
instructions and one kerbal space program shader is helped by 44.59%.
The real star of the show, however, is the Gl43CSDof synmark2 benchmark
which has two shaders which are cut by 28% and 40% and the over-all runtime
performance of the benchmark on my Sky Lake laptop is improved by around
25-30% (it's a bit hard to be exact due to thermal throttling).
Reviewed-by: Timothy Arceri <[email protected]>
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Treating everything as scalar arrays allows us to drop a bunch of
special case input/output munging all throughout the backend.
Instead, we just need to remap the TessLevel components to the
appropriate patch URB header locations in remap_patch_urb_offsets().
We also switch to treating the TES input versions of these as ordinary
shader inputs rather than system values, as remap_patch_urb_offsets()
just makes everything work out without special handling.
This regresses one Piglit test:
arb_tessellation_shader-large-uniforms/GL_TESS_CONTROL_SHADER-array-at-limit
The compiler starts promoting the constant arrays assigned to gl_TessLevel*
to uniform arrays. Since the shader also has a uniform array that uses
the maximum number of uniform components, this puts it over the uniform
component limit enforced by the linker. This is arguably a bug in the
constant array promotion code (it should avoid pushing us over limits),
but is unlikely to penalize any real application.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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It's only used in one place, it ignores the offset parameter currently,
and I want to add more parameters...at which point, passing in a bunch
of integers seems less obvious than writing it out.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This is harmless today because gl_TessLevelInner/Outer in the TES is
currently treated as system values. However, when we move to treating
them as inputs, this would cause a bug: with no TCS present, it would
propagate TES reads of VARYING_SLOT_TESS_LEVEL into the VS output VUE
map slots. This is totally bogus - those don't even exist in the VS.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The only reason we didn't previously enable this was the dependency on
OpenGL ES 3.1. These should have been enabled as soon as HSW got
stencil texturing. We also needed to fixup setting MaxViewports.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Since 9d6ca7c3, there should be no performance hit for having
MaxViewports > 1. Always set this context state. This eliminates the
need to update this conditional as we add support for OES_viewport_array
on older GPUs.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Fixes a number of transform feedback tests when run with Linux 4.8,
which allows us to use the MI_LOAD_REGISTER_REG command, at which point
we started using this new broken path.
ES3-CTS.functional.transform_feedback.array_element.interleaved.lines.*
and Piglit's arb_transform_feedback2/draw-auto are both fixed by this
patch, for example.
Thanks to Chris Wilson for catching this mistake!
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99030
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
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We were failing to zero m0.2 of the sampler message header for TCS and
GS messages in the simple case. fs_generator has done this for about
a year now, but we missed it in vec4_generator.
Fixes ES31-CTS.core.texture_cube_map_array.sampling,
GL45-CTS.texture_cube_map_array.sampling, and many
dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler subtests:
- dynamically_uniform.tessellation_control.isampler3d
- dynamically_uniform.tessellation_control.isamplercube
- dynamically_uniform.tessellation_control.sampler2d
- dynamically_uniform.tessellation_control.usamplercube
- dynamically_uniform.tessellation_control.sampler2darray
- dynamically_uniform.tessellation_control.isampler2darray
- dynamically_uniform.tessellation_control.usampler3d
- dynamically_uniform.tessellation_control.usampler2darray
- dynamically_uniform.tessellation_control.usampler2d
- dynamically_uniform.tessellation_control.sampler3d
- dynamically_uniform.tessellation_control.samplercube
- dynamically_uniform.tessellation_control.isampler2d
- uniform.tessellation_control.isampler3d
- uniform.tessellation_control.isamplercube
- uniform.tessellation_control.usampler2d
- uniform.tessellation_control.usampler3d
- uniform.tessellation_control.sampler2darray
- uniform.tessellation_control.isampler2darray
- uniform.tessellation_control.usampler2darray
- uniform.tessellation_control.sampler2d
- uniform.tessellation_control.usamplercube
- uniform.tessellation_control.sampler3d
- uniform.tessellation_control.samplercube
- uniform.tessellation_control.isampler2d
Cc: [email protected]
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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A while ago, we stopped using Luca's GLSL IR lower_jumps pass in favor
of nir_lower_returns(). Marek's commit d3cb79e043338b0e55a3fba8df652f3
put it in do_common_optimization, which resulted in us calling it again.
Dropping the EmitNoMainReturn setting makes us skip that pass again.
Apparently that pass doesn't work properly, because this fixes Piglit's
tests/spec/glsl-1.10/execution/vs-nested-return-sibling-loop.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99287
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Making this point to a gl_program struct rather than a gl_shader_program
struct will allow use to later also make the CurrentProgram array hold
gl_program structs which in turn will allow for code simpilifcation.
Reviewed-by: Eric Anholt <[email protected]>
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We no longer need it.
While we are at it we mark the vs, gs, and wm codegen functions as static.
Reviewed-by: Eric Anholt <[email protected]>
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Reviewed-by: Eric Anholt <[email protected]>
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Set the flag via the _mesa_init_gl_program() and NewProgram()
helpers.
In i965 we currently check for the existance of gl_shader_program
to decide if this is an ARB assembly style program or not.
Adding a flag makes the code clearer and will help removes a
dependency on gl_shader_program in the i965 codegen functions.
Also this will allow use to skip initialising sampler units for
linked shaders, we currently memset it to zero again during linking.
Reviewed-by: Eric Anholt <[email protected]>
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This is the only thing we use from gl_shader_program so pass it directly.
Reviewed-by: Lionel Landwerlin <[email protected]>
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We can now just get the data needed from the gl_shader_program_data
pointer in gl_program.
Reviewed-by: Lionel Landwerlin <[email protected]>
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There is no need to pass gl_linked_shader anymore.
Reviewed-by: Lionel Landwerlin <[email protected]>
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brw_assign_common_binding_table_offsets()
We now get everything we need directly from gl_program so there is
no need for this.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.
Reviewed-by: Lionel Landwerlin <[email protected]>
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This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.
Reviewed-by: Lionel Landwerlin <[email protected]>
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Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
We drop the memset on ImageUnits because gl_program is already
created using rzalloc().
Reviewed-by: Lionel Landwerlin <[email protected]>
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