| Commit message (Collapse) | Author | Age | Files | Lines |
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Currently only one ir assignment is removed for each var in a single
dead code optimisation pass. This means if a var has more than one
assignment, then it requires all the glsl optimisations to be run again
for each additional assignment to be removed.
Another pass is also required to remove the variable itself.
With this change all assignments and the variable are removed in a single
pass.
Some of the arrays of arrays conformance tests that were looping
through 8 dimensions ended up with a var with hundreds of assignments.
This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1
go from around 3 min 20 sec -> 2 min
ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from
around 9 min 20 sec to 7 min 30 sec
I had difficulty getting the public shader-db to give a consistent result
with or without this change but the results seemed unchanged at between
15-20 seconds.
Thomas Helland measured change with shader-db on his machine from
approx 117 secs to 112 secs.
V3: Simplify freeing of list as suggested by Ian, and spelling fixes.
V2: Add assert to be sure references are counted before assignments.
Reviewed-by: Ian Romanick <[email protected]>
Tested-By: Thomas Helland <[email protected]>
Tested-by: Ian Romanick <[email protected]>
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V3: move patch after fixes to ast for AoA and add const to helper
as suggested by Ian
V2: move single dimensional array detection into a helper
Signed-off-by: Timothy Arceri <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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V2: Split out unsized array validation to its own patch as
suggested by Samuel.
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
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V3: Fix setting of data.location for struct AoA UBO members
V2: Handle arrays of arrays in the same way structures are handled
The ARB_arrays_of_arrays spec doesn't give very many details on how
AoA uniforms are intended to be implemented. However in the
ARB_program_interface_query spec there are details that show AoA are
intended to be handled in a similar way to structs.
Issues 7 from the ARB_program_interface_query spec:
We define rules consistent with our enumeration rules for
other complex types. For existing one-dimensional arrays, we enumerate
a single entry if the array is an array of basic types, or separate
entries for each array element if the array is an array of structures.
We follow similar rules here. For a uniform array such as:
uniform vec4 a[5][4][3];
we enumerate twenty different entries ("a[0][0][0]" through
"a[4][3][0]"), each of which is treated as an array with three elements.
This is morally equivalent to what you'd get if you worked around the
limitation in current GLSL via:
struct ArrayBottom { vec4 c[3]; };
struct ArrayMid { ArrayBottom b[3]; };
uniform ArrayMid a[5];
which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]".
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Instead, print "Scalar VS" or "Scalar FS". Otherwise it's really
confusing which stage is broken.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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The ES31-CTS.compute_shader.pipeline-compute-chain test case generates
an unsigned index by using gl_LocalInvocationID.x and
gl_LocalInvocationID.y as array indices.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The ES31-CTS.compute_shader.pipeline-compute-chain test case generates
an unsigned index by using gl_LocalInvocationID.x and
gl_LocalInvocationID.y as array indices.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
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The commit shown below caused compute shaders to hit the unreachable
in the default of the switch block. Since compute shaders don't have
any inputs, we can make brw_nir_lower_inputs a no-op for CS.
commit 2953c3d76178d7589947e6ea1dbd902b7b02b3d4
Author: Kenneth Graunke <[email protected]>
Date: Fri Aug 14 15:15:11 2015 -0700
i965/vs: Map scalar VS input locations properly; avoid tons of MOVs.
Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Signed-off-by: Jordan Justen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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replace_registers() and adjust_param_indexes() were unused.
Reviewed-by: Matt Turner <[email protected]>
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The texture unit is error-checked before this and the texUnit var
is unused, so remove it.
Reviewed-by: Anuj Phogat <[email protected]>
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pipe_surface_reference have problems with deleted contexts,
so use of pipe_surface_release might be more appropriate.
Fixes Wasteland 2 Director's Cut crash on start.
Cc: [email protected]
Reviewed-by: Brian Paul <[email protected]>
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The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.
V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE
Reviewed-by: Francisco Jerez <[email protected]>
Signed-off-by: Marta Lofstedt <[email protected]>
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Fixes Windows builds.
Trivial.
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Patch moves existing calculation code from shader_query.cpp to happen
during program resource list creation.
No Piglit or CTS regressions were observed during testing.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Patch adds 2 new fields to gl_uniform_storage so that we don't need to
calculate these values during runtime shader queries. This is required by
upcoming changes to free GLSL IR after linking.
Patch moves 3 booleans inside structure so that structure size stays the
same after this change.
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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Reviewed-by: Kristian Høgsberg <[email protected]>
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Reviewed-by: Kristian Høgsberg <[email protected]>
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These arrays provide backends with separate index spaces for UBOS and SSBOs.
Reviewed-by: Kristian Høgsberg <[email protected]>
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Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <[email protected]>
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We get these when we operate on vector variables with array accessors
(i.e. things like a[0] where 'a' is a vec4). When we call variable_referenced()
on these expressions we want to return a reference to 'a' instead of NULL.
This fixes a problem where we pass a[0] as the first argument to an atomic
SSBO function that expects a buffer variable. In order to check this, we use
variable_referenced(), but that is currently returning NULL in this case, since
the underlying rvalue is a vector_extract expression.
Tested-by: Markus Wick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
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NIR is typeless so this is the only way to keep track of the
type to select the proper atomic to use.
v2:
- Use imin,imax,umin,umax for the intrinsic names (Connor Abbott)
- Change message for unreachable paths (Michael Schellenberger)
Tested-by: Markus Wick <[email protected]>
Reviewed-by: Kristian Høgsberg <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Francisco Jerez <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Not called from any other file. Rename and move before use.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Improve readability a bit.
Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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Reviewed-by: Marek Olšák <[email protected]>
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The variable 'i' is a value in [0, MAT_ATTRIB_MAX-1] so subtracting
VERT_ATTRIB_GENERIC0 gave a bogus value and we executed the default
switch clause for all loop iterations.
This doesn't fix any known issues but was clearly incorrect.
Cc: [email protected]
Reviewed-by: Marek Olšák <[email protected]>
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Simpler than the dsa flag approach.
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columns
This is the result of applying several rules:
From OpenGL 4.3 spec, section 7.6.2.2 "Standard Uniform Block Layout":
"2. If the member is a two- or four-component vector with components
consuming N basic machine units, the base alignment is 2N or 4N,
respectively."
[...]
"4. If the member is an array of scalars or vectors, the base alignment
and array stride are set to match the base alignment of a single array
element, according to rules (1), (2), and (3), and rounded up to the
base alignment of a vec4."
[...]
"7. If the member is a row-major matrix with C columns and R rows, the
matrix is stored identically to an array of R row vectors with C
components each, according to rule (4)."
[...]
"When using the std430 storage layout, shader storage blocks will be
laid out in buffer storage identically to uniform and shader storage
blocks using the std140 layout, except that the base alignment and
stride of arrays of scalars and vectors in rule 4 and of structures in
rule 9 are not rounded up a multiple of the base alignment of a vec4."
In summary: vec2 has a base alignment of 2*N, a row-major mat2xY is
stored like an array of Y row vectors with 2 components each. Because
of std430 storage layout, the base alignment of the array of vectors
is not rounded up to vec4, so it is still 2*N.
Fixes 15 dEQP tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x4
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x3
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x4
v2:
- Add spec quote in both commit log and code (Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Marta Lofstedt <[email protected]>
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Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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It has only minimal advantages for post processing and doesn't work with VCE.
Signed-off-by: Christian König <[email protected]>
Reviewed-by: Alex Deucher <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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[airlied: v2 cayman fixups]
Signed-off-by: Glenn Kennard <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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Previously, ATTR was indexed by VERT_ATTRIB_* slots; at the end of
compilation, assign_vs_urb_setup() translated those into GRF units,
and converted ATTR to HW_REGs.
This patch moves the transslation earlier, making ATTR work in terms of
GRF units from the beginning. assign_vs_urb_setup() simply has to add
the number of payload registers and push constants to obtain the final
hardware GRF number. (We can't do this earlier as those values aren't
known.)
ATTR still supports reg_offset; however, it's simply added to reg.
It's not clear whether this is valuable or not.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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The act of ensuring that there is space can cause a flush to happen,
which will emit the current screen fence. If that is the fence we're
trying to wait on, then it will have been emitted as a result of doing
the PUSH_SPACE. Don't attempt to emit it a second time.
Signed-off-by: Ilia Mirkin <[email protected]>
Fixes: 8053c9208f (nouveau: avoid emitting new fences unnecessarily)
Cc: [email protected]
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Fixes:
spec/glsl-1.20/compiler/structure-and-array-operations/array-size-sequence-in-parenthesis.vert
spec/glsl-es-1.00/compiler/array-sized-by-sequence-in-parenthesis.vert
spec/glsl-es-3.00/compiler/array-sized-by-sequence-in-parenthesis.vert
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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expression
Fixes:
ES3-CTS.shaders.negative.constant_sequence
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.vert
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.frag
v2: Fix a couple copy-and-paste mistake in the spec quotations.
Suggested by Matt.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: "10.6 11.0" <[email protected]>
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