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* mesa: pass ctx to add_uniform_to_shader constructorTimothy Arceri2017-08-222-5/+8
| | | | | | Fixes: 4c2422067b5c ("glsl: pass UseSTD430AsDefaultPacking to where it will be used") Reviewed-by: Samuel Pitoiset <[email protected]>
* glsl: pass UseSTD430AsDefaultPacking to where it will be usedTimothy Arceri2017-08-221-2/+4
| | | | | | | Here we also make use of the UseSTD430AsDefaultPacking constant and call the new get_internal_ifc_packing() helper. Reviewed-by: Marek Olšák <[email protected]>
* glsl: Remove unused private fieldsMatt Turner2017-08-211-2/+1
| | | | Reviewed-by: Jordan Justen <[email protected]>
* mesa: count uniform against storage when its bindlessTimothy Arceri2017-08-151-5/+13
| | | | | | | | | Gallium drivers use this code path so we need to account for bindless after all. Fixes: 365d34540f33 ("mesa: correctly calculate the storage offset for i915") Reviewed-by: Marek Olšák <[email protected]>
* mesa: correctly calculate the storage offset for i915Timothy Arceri2017-08-151-3/+1
| | | | | | | | | | | | When generating the storage offset for struct members we need to skip opaque types as they no longer have backing storage. Fixes: fcbb93e86024 ("mesa: stop assigning unused storage for non-bindless opaque types") V2: simplify since bindless will never be supported in this code Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101983 Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: pass mem_ctx to constant_expression_value(...) and friendsTimothy Arceri2017-08-111-2/+4
| | | | | | | | | | | | | | | | | | | | The main motivation for this is that threaded compilation can fall over if we were to allocate IR inside constant_expression_value() when calling it on a builtin. This is because builtins are shared across the whole OpenGL context. f81ede469910d worked around the problem by cloning the entire builtin before constant_expression_value() could be called on it. However cloning the whole function each time we referenced it lead to a significant reduction in the GLSL IR compiler performance. This change along with the following patch helps fix that performance regression. Other advantages are that we reduce the number of calls to ralloc_parent(), and for loop unrolling we free constants after they are used rather than leaving them hanging around. Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: stop copying struct and interface member namesTimothy Arceri2017-08-111-3/+3
| | | | | | | | | | | We are currently copying the name for each member dereference but we can just share a single instance of the string provided by the type. This change also stops us recalculating the field index repeatedly. Reviewed-by: Thomas Helland <[email protected]>
* glsl: calculate number of operands in an expression onceTimothy Arceri2017-08-111-2/+2
| | | | | | | | | | | | | | | | | | | Extra validation is added to ir_validate to make sure this is always updated to the correct numer of operands, as passes like lower_instructions modify the instructions directly rather then generating a new one. The reduction in time is so small that it is not really measurable. However callgrind was reporting this function as being called just under 34 million times while compiling the Deus Ex shaders (just pre-linking was profiled) with 0.20% spent in this function. v2: - make num_operands a unit8_t - fix unsigned/signed mismatches Reviewed-by: Thomas Helland <[email protected]>
* glsl: simplify add_uniform_to_shader::visit_fieldNicolai Hähnle2017-07-051-6/+5
| | | | | | | Each field gets a distinct name, so we should never hit the case where the name already exists in the parameter list. Reviewed-by: Timothy Arceri <[email protected]>
* mesa: remove unused parameter/member of add_uniform_to_shaderNicolai Hähnle2017-07-031-6/+3
| | | | | Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: stop assigning unused storage for non-bindless opaque typesTimothy Arceri2017-06-161-36/+6
| | | | | | | | | | | | | | The storage was once used by get_sampler_uniform_value() but that was fixed long ago to use the uniform storage assigned by the linker. By not assigning storage for images/samplers the constant buffer for gallium drivers will be reduced which could result in small perf improvements. V2: rebase on ARB_bindless_texture Reviewed-by: Samuel Pitoiset <[email protected]>
* mesa: associate uniform storage to bindless samplers/imagesSamuel Pitoiset2017-06-141-0/+25
| | | | | | | | | | | When a bindless sampler/image is bound to a texture/image unit, we have to overwrite the constant value by the resident handle directly in the constant buffer before the next draw. One solution is to keep track of a pointer to the data. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: pass gl_program to _mesa_associate_uniform_storage()Samuel Pitoiset2017-06-142-5/+6
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: process uniform images declared bindlessSamuel Pitoiset2017-06-141-0/+4
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: process uniform samplers declared bindlessSamuel Pitoiset2017-06-141-0/+4
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: store bindless samplers as PROGRAM_UNIFORMSamuel Pitoiset2017-06-141-1/+1
| | | | | | | | Old-style samplers (ie. bound samplers) are stored as PROGRAM_SAMPLER, while bindless ones are PROGRAM_UNIFORM. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: keep track of the current variable in add_uniform_to_shaderSamuel Pitoiset2017-06-141-0/+2
| | | | | | | | | | | | Bindless samplers are considered PROGRAM_UNIFORM but add_uniform_to_shader::visit_field() is based on glsl_type. Because only ir_variable knows if the uniform variable is bindless via ir_variable::bindless, store it instead of adding a new parameter to visit_field(). Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* glsl: Fix gl_shader_stage enum unsigned comparisonRob Herring2017-06-081-0/+2
| | | | | | | | | | | Replace -1 with MESA_SHADER_NONE enum value to fix sign related warning: external/mesa3d/src/compiler/glsl/link_varyings.cpp:1415:25: warning: comparison of constant -1 with expression of type 'gl_shader_stage' is always true [-Wtautological-constant-out-of-range-compare] (consumer_stage != -1 && consumer_stage != MESA_SHADER_FRAGMENT))) { ~~~~~~~~~~~~~~ ^ ~~ Reviewed-by: Nicolai Hähnle <[email protected]> Signed-off-by: Rob Herring <[email protected]>
* mesa: remove _mesa from static function namesTimothy Arceri2017-05-311-4/+4
| | | | Reviewed-by: Samuel Pitoiset <[email protected]>
* mesa: remove unrequired double calcTimothy Arceri2017-05-251-10/+2
| | | | | | type_size() will already handle this correctly for us. Reviewed-by: Marek Olšák <[email protected]>
* mesa: remove redundant modulus operationTimothy Arceri2017-05-251-3/+2
| | | | | | | The if check above means we can only get here if size is less than 4. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa: fix indentation in _mesa_associate_uniform_storage()Samuel Pitoiset2017-05-161-52/+49
| | | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Elie Tournier <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* mesa: remove unused gl_program_parameter::InitializedSamuel Pitoiset2017-05-112-2/+0
| | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* nir: Embed the shader_info in the nir_shader againJason Ekstrand2017-05-091-14/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info from being embedded into being just a pointer. The idea was that sharing the shader_info between NIR and GLSL would be easier if it were a pointer pointing to the same shader_info struct. This, however, has caused a few problems: 1) There are many things which generate NIR without GLSL. This means we have to support both NIR shaders which come from GLSL and ones that don't and need to have an info elsewhere. 2) The solution to (1) raises all sorts of ownership issues which have to be resolved with ralloc_parent checks. 3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been using nir_gather_info to fill out the final shader_info. Thanks to cloning and the above ownership issues, the nir_shader::info may not point back to the gl_shader anymore and so we have to do a copy of the shader_info from NIR back to GLSL anyway. All of these issues go away if we just embed the shader_info in the nir_shader. There's a little downside of having to copy it back after calling nir_gather_info but, as explained above, we have to do that anyway. Acked-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: add ARB_bindless_texture operationsSamuel Pitoiset2017-05-061-0/+4
| | | | | | | | For the explicit pack/unpack conversions. Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* compiler: Add a system value and varying for ViewIndexJason Ekstrand2017-05-031-0/+2
| | | | | Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Bas Nieuwenhuizen <[email protected]>
* glsl: remove the shader_group_vote and shader_ballot expression opsNicolai Hähnle2017-04-281-6/+0
| | | | They are now no longer used.
* mesa: validate sampler type across the whole programTimothy Arceri2017-04-221-0/+5
| | | | | | | | | | | Currently we were only making sure types were the same within a single stage. This looks to have regressed with 953a0af8e3f73. Fixes: 953a0af8e3f73 ("mesa: validate sampler uniforms during gluniform calls") Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> https://bugs.freedesktop.org/show_bug.cgi?id=97524
* glsl: make use of glsl_type::is_float()Samuel Pitoiset2017-04-211-1/+1
| | | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* glsl: make use of glsl_type::is_record()Samuel Pitoiset2017-04-211-1/+1
| | | | | | Signed-off-by: Samuel Pitoiset <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* mesa: fix memory leak in arb_fragment_programBartosz Tomczyk2017-04-121-0/+1
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* mesa: avoid NULL ptr in prog parameter nameGregory Hainaut2017-04-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Context: _mesa_add_parameter is sometimes[0] called with a NULL name as a mean of an unnamed parameter. Allowing NULL pointer as a name means that it must be NULL checked each access. So far it isn't always[1] true. Parameter name is only used for debug purpose (printf) and to lookup the index/location of the program by the application. Conclusion, there is no valid reason to use a NULL pointer instead of an empty string. So it was decided to use an empty string which avoid all issues related to NULL pointer [0]: texture gather offsets glsl opcode and st_init_atifs_prog [1]: at least shader cache, st_nir_lookup_parameter_index and some printfs Issue found by piglit 'texturegatheroffsets' tests on Nouveau v4: new patch based on Nicolai/Timothy/ilia discussion Signed-off-by: Gregory Hainaut <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* glsl: add ARB_shader_ballot operationsNicolai Hähnle2017-04-051-0/+3
| | | | Reviewed-by: Marek Olšák <[email protected]>
* mesa: Replace program locks with atomic inc/dec.Matt Turner2017-04-051-12/+3
| | | | Reviewed-by: Timothy Arceri <[email protected]>
* glsl: ir_explog_to_explog2 is no moreErik Faye-Lund2017-04-011-1/+3
| | | | | | | | | | | | | | Since 63684a9a ("glsl: Combine many instruction lowering passes into one.", Thu Nov 18 2010), we no longer have anything called ir_explog_to_explog2. So it's only confusing to have those references there. Update with the appropriate method, so people can grep for it in the current tree if they encounter it. Signed-off-by: Erik Faye-Lund <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa: remove MESA_GLSL=no_opts env optionTimothy Arceri2017-03-312-5/+2
| | | | | | | | | | | | This is confusing because is only applys to GL_ARB_vertex/fragment_program, and because of that its also not very useful. If someone requires this for debugging they can just make an ad-hoc code change. Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Marek Olšák <[email protected]>
* mesa: split _NEW_TEXTURE into _NEW_TEXTURE_OBJECT & _NEW_TEXTURE_STATEMarek Olšák2017-03-291-2/+2
| | | | | | | | | | | | No performance testing has been done, because it makes sense to make this change regardless of that. Also, _NEW_TEXTURE is still used in many places, but the obvious occurences are replaced here. It's now possible to split _NEW_TEXTURE_OBJECT further. Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]>
* mesa/program: consistently use ifndef guards over pragma onceEmil Velikov2017-03-224-4/+9
| | | | | | | Signed-off-by: Emil Velikov <[email protected]> Acked-by: Vedran Miletić <[email protected]> Acked-by: Juha-Pekka Heikkila <[email protected]> Reviewed-by: Edward O'Callaghan <[email protected]>
* nir: Rework conversion opcodesJason Ekstrand2017-03-141-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | The NIR story on conversion opcodes is a mess. We've had way too many of them, naming is inconsistent, and which ones have explicit sizes was sort-of random. This commit re-organizes things and makes them all consistent: - All non-bool conversion opcodes now have the explicit size in the destination and are named <src_type>2<dst_type><size>. - Integer <-> integer conversion opcodes now only come in i2i and u2u forms (i2u and u2i have been removed) since the only difference between the different integer conversions is whether or not they sign-extend when up-converting. - Boolean conversion opcodes all have the explicit size on the bool and are named <src_type>2<dst_type>. Making things consistent also allows nir_type_conversion_op to be moved to nir_opcodes.c and auto-generated using mako. This will make adding int8, int16, and float16 versions much easier when the time comes. Reviewed-by: Eric Anholt <[email protected]>
* st/mesa: don't propagate uniforms when restoring from cacheTimothy Arceri2017-03-082-6/+11
| | | | | | | We will have already loaded the uniforms when the parameter list was restored from cache. Reviewed-by: Marek Olšák <[email protected]>
* mesa: Drop unused STATE_TEXRECT_SCALE program statevars.Kenneth Graunke2017-03-012-24/+0
| | | | | | | The last user is now gone. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
* mesa: annotate functions for C linkageEmil Velikov2017-02-211-0/+8
| | | | | | | | | | i.e. add extern C {} in program/symbol_table.h It will allow us remove a workaround we have elsewhere in the code. Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Nicolai Hähnle <[email protected]> Reviewed-by: Brian Paul <[email protected]>
* glsl: fix scons builds with shader cacheTimothy Arceri2017-02-171-0/+2
| | | | | For now its disabled for scons so wrap glsl cache calls in a define conditional.
* glsl: make use of on disk shader cacheTimothy Arceri2017-02-171-0/+8
| | | | | | | | | | | | | | | The hash key for glsl metadata is a hash of the hashes of each GLSL source string. This commit uses the put_key/get_key support in the cache put the SHA-1 hash of the source string for each successfully compiled shader into the cache. This allows for early, optimistic returns from glCompileShader (if the identical source string had been successfully compiled in the past), in the hope that the final, linked shader will be found in the cache. This is based on the intial patch by Carl. Reviewed-by: Nicolai Hähnle <[email protected]>
* st/mesa/i965: create link status enumTimothy Arceri2017-02-091-2/+2
| | | | | | | | | | | | For the on-disk shader cache we want to be able to differentiate between a program that was linked and one that was loaded from cache. V2: - don't return the new enum directly to the application when queried, instead return GL_TRUE or GL_FALSE as required. Fixes google-chrome corruptions when using cache. Reviewed-by: Anuj Phogat <[email protected]>
* mesa/program: Translate csel operation from GLSL IR.Francisco Jerez2017-01-311-1/+8
| | | | | | | | | | | This will be used internally by the GLSL front-end in order to implement some built-in functions. Plumb it through MESA IR for back-ends that rely on this translation pass. v2: Add comment. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Juan A. Suarez Romero <[email protected]>
* mesa/program: Add unused ir operations.Dave Airlie2017-01-201-0/+28
| | | | | | | | | v2 (idr): "cut them down later" => Remove ir_unop_b2u64 and ir_unop_u642b. Handle these with extra i2u or u2i casts just like uint(bool) and bool(uint) conversion is done. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* glsl: Add basic ARB_gpu_shader_int64 typesDave Airlie2017-01-201-0/+14
| | | | | | | | | | | | | This adds the builtins and the lexer support. To avoid too many warnings, it adds basic support to the type in a few other places in mesa, mostly in the trivial places. It also adds a query to be used later for if a type is an integer 32 or 64. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
* compiler: Merge shader_info's tcs and tes structs.Kenneth Graunke2017-01-101-1/+1
| | | | | | | | | | | | | | | 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]>
* st/mesa/glsl: move SamplerTargets to gl_programTimothy Arceri2017-01-061-1/+1
| | | | | | | | This will help allow us to simplify the handling of samplers by storing them in a single location rather than duplicating them in both gl_linked_shader and gl_program. Reviewed-by: Eric Anholt <[email protected]>