| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
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Found by coverity
Reviewed-by: Alejandro Piñeiro <[email protected]>
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It was very inconsistently handled; the only things that made use of it
were glsl_to_nir, glspirv, and nir_gather_info. In particular,
nir_lower_io completely ignored it so anyone using nir_lower_io on
64-bit vertex attributes was going to be in for a shock. Also, as of
the previous commit, it's set by every driver that supports 64-bit
vertex attributes. There's no longer any reason to have it be an option
so let's just delete it.
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Previously, we had two field in shader_info: double_inputs_read and
double_inputs. Presumably, the one was for all double inputs that are
read and the other is all that exist. However, because nir_gather_info
regenerates these two values, there is a possibility, if a variable gets
deleted, that the value of double_inputs could change over time. This
is a problem because double_inputs is used to remap the input locations
to a two-slot-per-dvec3/4 scheme for i965. If that mapping were to
change between glsl_to_nir and back-end state setup, we would fall over
when trying to map the NIR outputs back onto the GL location space.
This commit changes the way slot re-mapping works. Instead of the
double_inputs field in shader_info, it adds a DualSlotInputs bitfield to
gl_program. By having it in gl_program, we more easily guarantee that
NIR passes won't touch it after it's been set. It also makes more sense
to put it in a GL data structure since it's really a mapping from GL
slots to back-end and/or NIR slots and not really a NIR shader thing.
Tested-by: Alejandro Piñeiro <[email protected]> (ARB_gl_spirv tests)
Reviewed-by: Alejandro Piñeiro <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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From AppVeyor #8582, it seems that MSVC doesn't like uint, so this
patch replaces it with unsigned.
Reviewed-by: Roland Scheidegger <[email protected]>
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The value is copied from the gl_program. If we don’t do this then it
will get reset back to zero in brw_shader_gather_info. This isn’t a
problem for GLSL because in that case the nir_shader is initialised
with a copy of the shader_info from the gl_program.
Reviewed-by: Timothy Arceri <[email protected]>
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This is the same we do for vulkan drivers
This is needed to pass the following CTS test:
KHR-GL45.gl_spirv.spirv_modules_shader_binary_multiple_shader_objects_test
Reviewed-by: Timothy Arceri <[email protected]>
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input locations used by input attributes are not handled in the same
way in OpenGL vs Vulkan. There is a detailed explanation of such
differences on the following commit:
c2acf97fcc9b32eaa9778771282758e5652a8ad4
So with this commit, the same adjustment that is done after
glsl_to_nir, is being done after spirv_to_nir, when it is used on
OpenGL (ARB_gl_spirv).
Reviewed-by: Timothy Arceri <[email protected]>
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For now we are just adding nir lowerings that are needed/mandatory to
get things working. After everything is settled, we would start to add
good-to-have lowerings.
This patch adds the following calls:
* nir_split_var_copits and nir_split_per_member_structs: as vulkan
drivers are doing now. See commit
b0c643d8f579a3e1e45a08f6d9de099f2c45898b ("spirv: Use NIR
per-member splitting") for more info.
Without this commit, piglit tests like this crashes:
spec/arb_gl_spirv/execution/varying/block
And in general most of the shaders that includes any kind of
struct.
* nir_copy_prop: after nir_deref_instr introduction, function calls
need this. See commit "nir,spirv: Rework function calls"
(c11833ab24dcba26de1b0a5805e35a5d6761514e) for more info.
Reviewed-by: Timothy Arceri <[email protected]>
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v2: simplify last_vert check (Timothy)
Reviewed-by: Timothy Arceri <[email protected]>
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This will perform the CS shared lowering. See 8761a04d0d93
Reviewed-by: Timothy Arceri <[email protected]>
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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This is basically a wrapper around spirv_to_nir() that includes
arguments setup and post-conversion validation.
v2: * Rebase update (SpirVCapabilities not a pointer anymore,
spirv_to_nir_options added, and others).
* Code-style improvements and remove debug hunk. (Timothy Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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This is the equivalent to link_shaders() from
src/compiler/glsl/linker.cpp, but for SPIR-V programs. It just
creates the program and its gl_linked_shader objects, giving drivers
the opportunity to implement any linking of SPIR-V shaders they choose,
at a later stage.
v2: Bail out if we see more that one shader for the same stage, and
add a corresponding comment. (Timothy Arceri)
v3:
* Adds also a linker error log to the condition above, with a
reference to the specification issue. (Timothy Arceri)
* Squash with the patch adding the function boilerplate (Timothy
Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
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v2:
* Use gl_spirv_validation instead of spirv_to_nir. This method just
validates the shader. The conversion to NIR will happen later,
during linking. (Alejandro Piñeiro)
* Use gl_shader_spirv_data struct to store the SPIR-V data.
(Eduardo Lima)
* Use the 'spirv_data' member to tell if the gl_shader is a SPIR-V
shader, instead of a dedicated flag. (Timothy Arceri)
Signed-off-by: Nicolai Hähnle <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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To follow the convention of other enums.
Reviewed-by: Neha Bhende <[email protected]>
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Fixes: 5bc03d2508 ("mesa: implement SPIR-V loading in glShaderBinary")
Signed-off-by: Kai Wasserbäch <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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v2: * Add a gl_shader_spirv_data member to gl_shader, which already
encapsulates a gl_spirv_module where the binary will be saved.
(Eduardo Lima)
* Just use the 'spirv_data' member to know whether a gl_shader has
the SPIR_V_BINARY_ARB state. (Timothy Arceri)
* Remove redundant argument checks. Move extension presence check
to API entry point where the rest of checks are. Retype 'n' and
'length'arguments to use the correct and more standard types.
(Ian Romanick)
* Fix some nitpicks. (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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This is a per-shader structure holding the SPIR-V data associated with the
shader (binary module, specialization constants and entry-point).
This is needed because both gl_shader and gl_linked_shader need to share this
data. Instead of copying the data, we pass a reference to it upon program
linking. That's why it is reference-counted.
This struct is created and associated with the shader upon calling
glShaderBinary(), then subsequently filled up by the call to
glSpecializeShaderARB().
v2: Readability improvements (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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v2: * Make the SPIR-V module struct part of a larger gl_shader_spirv_data
struct that will be introduced later, and don't reference it directly
in gl_shader. (Eduardo Lima)
* Readability improvements (Ian Romanick)
Reviewed-by: Ian Romanick <[email protected]>
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v2: * Add meson build bits (Eric Engestrom)
* Return INVALID_OPERATION error on SpecializeShaderARB (Ian Romanick)
v3: Include boilerplate for the GL 4.6 alias of glSpecializeShaderARB
(Neil Roberts)
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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