| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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"enable-no-nans-fp-math" is a wrong string and there was a disagreement
about fixing it.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be used by the fragment shader prolog.
Reviewed-by: Nicolai Hähnle <[email protected]>
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It was partly a state and partly emulated by shader code, but since we want
to do this in a fragment shader prolog, we need to put it into the shader
key, which will be used to generate the prolog.
This also removes the spi_ps_input states and moves the registers
to the PS state.
Reviewed-by: Nicolai Hähnle <[email protected]>
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tgsi_shader_info has this too.
Reviewed-by: Nicolai Hähnle <[email protected]>
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BCOLOR inputs were immediately after COLOR inputs. Thus, all following inputs
were offset by 1 if color_two_side was enabled, and not offset if it was not
enabled, which is a variation that's problematic if we want to have 1 variant
per shader and the variant doesn't care about color_two_side (that should be
handled by other bytecode attached at the beginning).
Instead, move BCOLOR inputs after all other inputs, so BCOLOR0 is at location
"num_inputs" if it's present. BCOLOR1 is next.
This also allows removing si_shader::nparam and
si_shader::ps_input_param_offset, which are useless now.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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Reviewed-by: Nicolai Hähnle <[email protected]>
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This will be re-used later.
Reviewed-by: Nicolai Hähnle <[email protected]>
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The default scenario sets GL_TRUE too.
Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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Reviewed-by: Edward O'Callaghan <[email protected]>
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no difference between those
Reviewed-by: Edward O'Callaghan <[email protected]>
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Ilia Mirkin found/fixed the mistake.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93813
Cc: "11.1" <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
Reviewed-by: Roland Scheidegger <[email protected]>
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When glCallLists() is compiled into a display list, preserve the call
as a single glCallLists rather than 'n' glCallList calls. This will
matter for an upcoming display list optimization project.
Reviewed-by: Ian Romanick <[email protected]>
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Generate GL_INVALID_VALUE if n < 0. Return early if n==0 or lists==NULL.
v2: fix formatting, also check for lists==NULL.
Reviewed-by: Ian Romanick <[email protected]>
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And remove 'extern' qualifiers.
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Most apps don't use glBitmap so don't allocate the bitmap cache or
gallium state objects/shaders/etc until the first call to st_Bitmap().
v2: simplify a conditional, per Gustaw Smolarczyk.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Now all the code to setup the vertex data and draw it is in one place.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Move setup/restoration of rendering state into helper functions.
This makes the draw_bitmap_quad() function much more concise.
Reviewed-by: Nicolai Hähnle <[email protected]>
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Both st/mesa and i965 should return a true/false result now, and the
only other driver implementing queries (radeon) doesn't support
ARB_occlusion_query2 which added that pname.
Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
Reviewed-by: Nicolai Hähnle <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Samuel Pitoiset <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
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Signed-off-by: Ilia Mirkin <[email protected]>
Reviewed-by: Chia-I Wu <[email protected]>
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This reduces code duplication.
Suggested-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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This reduces code duplication. It also adds support for drivers where the
fragment position is a system value.
Suggested-by: Jose Fonseca <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Jose Fonseca <[email protected]>
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Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94019
Tested-by: Nick Sarnie <[email protected]>
Reviewed-by: Michel Dänzer <[email protected]>
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These are used in GLSL IR to removed unused varyings and match
transform feedback variables. There is no need to use these in NIR.
Reviewed-by: Kenneth Graunke <[email protected]>
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This was added in 2548092ad80156a4 although I don't see why as it
was already in the linker.h header.
Reviewed-by: Kenneth Graunke <[email protected]>
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The existing code was very hard to follow and has been the source
of at least 3 bugs in the past year.
The existing code also has a bug for SSO where if we have a
multi-stage SSO for example a tes -> gs program, if we try to use
transform feedback with gs the existing code would look for the
transform feedback varyings in the tes stage and fail as it can't
find them.
V2: Add more code comments, always try to remove unused inputs
to the first stage.
Reviewed-by: Kenneth Graunke <[email protected]>
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We really just needed to skip the existing ES < 3.1 check if we have
a compute shader, all other scenarios are already covered.
* No shaders is a link error.
* Geom or Tess without Vertex is a link error which means we always
require a Vertex shader and hence a Fragment shader.
* Finally a Compute shader linked with any other stage is a link error.
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
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Previously an empty program would go through the entire
link_shaders() function and we would have to be careful
not to cause a segfault.
In core profile also now set link_status to false by
generating an error, it was previously set to true.
From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec:
"Linking can fail for a variety of reasons as specified in the
OpenGL Shading Language Specification, as well as any of the
following reasons:
- No shader objects are attached to program."
V2: Only generate an error in core profile and add spec quote (Ian)
V3: generate error in ES too, remove previous check which was only
applying the rule to GL 4.5/ES 3.1 and above. My understand is that
this spec change is clarifying previously undefined behaviour and
therefore should be applied retrospectively. The ES CTS tests for
this are in ES 2 I suspect it was passing because it would have
generated an error for not having both a vertex and fragment shader.
Reviewed-by: Kenneth Graunke <[email protected]>
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Helps 11 shaders in UnrealEngine4 demos.
I seriously hope they would have given us bitfieldReverse() if we
exposed GL 4.0 (but we do expose ARB_gpu_shader5, so why not use that
anyway?).
instructions in affected programs: 4875 -> 4633 (-4.96%)
cycles in affected programs: 270516 -> 244516 (-9.61%)
I suspect there's a *lot* of room to improve nir_search/opt_algebraic's
handling of this. We'd actually like to match, e.g., step2 by matching
step1 once and then doing a pointer comparison for the second instance
of step1, but unfortunately we generate an enormous tuple for instead.
The .text size increases by 6.5% and the .data by 17.5%.
text data bss dec hex filename
22957 45224 0 68181 10a55 nir_libnir_la-nir_opt_algebraic.o
24461 53160 0 77621 12f35 nir_libnir_la-nir_opt_algebraic.o
I'd be happy to remove this if Unreal4 uses bitfieldReverse() if it is
in a GL 4.0 context once we expose GL 4.0.
Reviewed-by: Jason Ekstrand <[email protected]>
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The next patch adds an algebraic rule that uses the constant 0xff00ff00.
Without this change, the build fails with
return hex(struct.unpack('I', struct.pack('i', self.value))[0])
struct.error: 'i' format requires -2147483648 <= number <= 2147483647
The hex() function handles integers of any size, and assigning a
negative value to an unsigned does what we want in C. The pack/unpack is
unnecessary (and as we see, buggy).
Reviewed-by: Dylan Baker <[email protected]>
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Walking the SSA definitions in order means that we consider the smallest
algebraic optimizations before larger optimizations. So if a smaller
rule is part of a larger rule, the smaller one will happen first,
preventing the larger one from happening.
instructions in affected programs: 32721 -> 32611 (-0.34%)
helped: 106
In programs whose nir_optimize loop count changes (129 of them):
before: 1164 optimization loops
after: 1071 optimization loops
Of the 129 affected, 16 programs' optimization loop counts increased.
Prevents regressions and annoyances in the next commits.
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Prevents regressions in the next commit.
Reviewed-by: Jason Ekstrand <[email protected]>
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instructions in affected programs: 668 -> 664 (-0.60%)
helped: 4
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Fixes:
dEQP-GLES31.functional.shaders.arrays_of_arrays.invalid.empty_declaration_without_var_name_fragment
dEQP-GLES31.functional.shaders.arrays_of_arrays.invalid.empty_declaration_without_var_name_vertex
Reviewed-by: Dave Airlie <[email protected]>
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I don't know why, but we never hooked up this pass Eric wrote.
Otherwise, you can end up with stupid scalarized code such as:
vec4 ssa_7 = load_const (0.0, 0.0, 0.0, 0.0)
vec4 ssa_8 = ...
vec1 ssa_9 = feq ssa_8, ssa_7
vec1 ssa_10 = feq ssa_8.y, ssa_7.y
vec1 ssa_11 = feq ssa_8, ssa_7.z
vec1 ssa_12 = feq ssa_8.y, ssa_7.w
ssa_8.xyxy == <0, 0, 0, 0> should only take two feq instructions.
shader-db on Skylake:
total instructions in shared programs: 9121153 -> 9120749 (-0.00%)
instructions in affected programs: 32421 -> 32017 (-1.25%)
helped: 277
HURT: 69
total cycles in shared programs: 69003364 -> 69000912 (-0.00%)
cycles in affected programs: 899186 -> 896734 (-0.27%)
helped: 313
HURT: 403
This also prevents regressions when disabling channel expressions.
v2: Don't call opt_cse afterwards (requested by Matt). It should
happen in the optimization loop below anyway.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eduardo Lima Mitev <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
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Reviewed-by: Dave Airlie <[email protected]>
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The aim of this is to work towards removing UniformHash from the program
struct so that we don't need to hold onto it in memory and pass it around
outside the linker.
Reviewed-by: Dave Airlie <[email protected]>
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There are never render target reads, so there are no scheduling hazards.
Giving the extra flexibility to the scheduler makes it possible to do
FB writes as soon as their sources are available, reducing register
pressure. It also makes it possible to do the payload setup for more
than one FB write message at a time, which could better hide latency.
shader-db results on Skylake:
total instructions in shared programs: 9110254 -> 9110211 (-0.00%)
instructions in affected programs: 2898 -> 2855 (-1.48%)
helped: 3
HURT: 0
LOST: 0
GAINED: 1
A reduction in instruction counts is surprising, but legitimate:
the three shaders helped were spilling, and reducing register
pressure allowed us to issue fewer spills/fills.
total cycles in shared programs: 69035108 -> 68928820 (-0.15%)
cycles in affected programs: 4412402 -> 4306114 (-2.41%)
helped: 4457
HURT: 213
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Connor Abbott <[email protected]>
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Acked-by: Ilia Mirkin <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Signed-off-by: Dave Airlie <[email protected]>
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