Commit graph

3995 commits

Author SHA1 Message Date
Connor Abbott
005c2efb7b nir: constify instruction comparison functions
v2: rebase, don't constify nir_srcs_equal() as it's pass-by-value
anyways

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
2015-10-09 10:14:28 -04:00
Connor Abbott
d6bc35934f nir: constify nir_ssa_alu_instr_src_components()
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
2015-10-09 10:14:20 -04:00
Connor Abbott
20d6d812dc nir: split out instruction comparison functions
Right now nir_instrs_equal() is tied pretty tightly to CSE, but we're
going to introduce the idea of an instruction set and tie it to that
instead.  In anticipation of that, move this into its own file where
we'll add the rest of the instruction set implementation later.

v2: Rebase on texture support.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
2015-10-09 10:13:27 -04:00
Neil Roberts
886d46b089 nir: Add a function to determine if a source is dynamically uniform
Adds nir_src_is_dynamically_uniform which returns true if the source
is known to be dynamically uniform. This will be used in a later patch
to add a workaround for cases that only work with dynamically uniform
sources. Note that the function is not definitive, it can return false
negatives (but not false positives). Currently it only detects
constants and uniform accesses. It could easily be extended to include
more cases.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-09 15:10:40 +02:00
Jason Ekstrand
9c528f5dfa nir/sweep: Reparent the shader name
Previously the name of the nir shader was being freed prematurely during
nir_sweep. Since 756613ed35 the name was later being used to generate
filenames for the optimiser debug output and these would end up with
garbage from the dangling pointer.

Co-authored-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-08 08:20:31 -07:00
Tapani Pälli
4e7fd66cf0 glsl: add varyings to resource list only with SSO
Varyings can be considered inputs or outputs of a program only when
SSO is in use. With multi-stage programs, inputs contain only inputs
for first stage and outputs contains outputs of the final shader stage.

I've tested that fix works for Assault Android Cactus (demo version)
and does not cause Piglit or CTS regressions in glGetProgramiv tests.

Following ES 3.1 CTS separate shader tests that do query properties
of varyings in SSO shader programs pass:

   ES31-CTS.program_interface_query.separate-programs-vertex
   ES31-CTS.program_interface_query.separate-programs-fragment

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92122
2015-10-08 07:43:11 +03:00
Brian Paul
b7766a95e1 glsl: whitespace/formatting/typo fixes in link_uniforms.cpp 2015-10-06 08:51:33 -06:00
Samuel Iglesias Gonsalvez
82db642042 glsl: add std430 layout support for AoA
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-10-06 14:02:13 +02:00
Matt Turner
617eb5e6c3 glsl: Remove CSE pass.
With NIR, it actually hurts things.

total instructions in shared programs: 6529329 -> 6528888 (-0.01%)
instructions in affected programs:     14833 -> 14392 (-2.97%)
helped:                                299
HURT:                                  1

In all affected programs I inspected (including the single hurt one) the
pass CSE'd some multiplies and caused some reassociation (e.g., caused
(A * B) * C to be A * (B * C)) when the original intermediate result was
reused elsewhere.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-05 14:31:26 -07:00
Tapani Pälli
a90feb581a glsl: set glsl error if binding qualifier used on global scope
Fixes following Piglit test:
	global-scope-binding-qualifier.frag

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-05 14:44:24 +03:00
Timothy Arceri
763cd8c080 glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for
opaque types in a single array.

Cc: Francisco Jerez <currojerez@riseup.net>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
2015-10-05 10:53:24 +11:00
Kenneth Graunke
7768b802e5 nir: Add a nir_shader_info::has_transform_feedback_varyings flag.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-04 14:00:01 -07:00
Kenneth Graunke
5d7f8cb5a5 nir: Introduce new nir_intrinsic_load_per_vertex_input intrinsics.
Geometry and tessellation shaders process multiple vertices; their
inputs are arrays indexed by the vertex number.  While GLSL makes
this look like a normal array, it can be very different behind the
scenes.

On Intel hardware, all inputs for a particular vertex are stored
together - as if they were grouped into a single struct.  This means
that consecutive elements of these top-level arrays are not contiguous.
In fact, they may sometimes be in completely disjoint memory segments.

NIR's existing load_input intrinsics are awkward for this case, as they
distill everything down to a single offset.  We'd much rather keep the
vertex ID separate, but build up an offset as normal beyond that.

This patch introduces new nir_intrinsic_load_per_vertex_input
intrinsics to handle this case.  They work like ordinary load_input
intrinsics, but have an extra source (src[0]) which represents the
outermost array index.

v2: Rebase on earlier refactors.
v3: Use ssa defs instead of nir_srcs, rebase on earlier refactors.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-10-04 14:00:01 -07:00
Kenneth Graunke
f2a4b40cf1 nir/lower_io: Make get_io_offset() return a nir_ssa_def * for indirects.
get_io_offset() already walks the dereference chain and discovers
whether or not we have an indirect; we can just return that rather than
computing it a second time via deref_has_indirect().  This means moving
the call a bit earlier.

By returning a nir_ssa_def *, we can pass back both an existence flag
(via NULL checking the pointer) and the value in one parameter.  It
also simplifies the code somewhat.  nir_lower_samplers works in a
similar fashion.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
2015-10-04 14:00:01 -07:00
Timothy Arceri
6994ca20aa glsl: fix whitespace
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-04 17:42:41 +11:00
Marek Olšák
95e0303312 mesa: remove Driver.DeleteShader
Nothing overrides it.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-03 22:06:08 +02:00
Jason Ekstrand
050e4787d3 nir: Add a nir_foreach_variable macro
This is a common enough operation that it's nice to not have to think about
the arguments to foreach_list_typed every time.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-02 21:21:16 -07:00
Jason Ekstrand
7a8d06b6dd nir: Move GS data to nir_shader_info
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-02 14:22:53 -07:00
Jason Ekstrand
e4fea486da nir: Add a a nir_shader_info struct
This commit also adds code to glsl_to_nir and prog_to_nir to fill it out.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-02 14:22:53 -07:00
Jason Ekstrand
cd1ae6ebfa nir/glsl: Take a gl_shader_program and a stage rather than a gl_shader
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-02 14:22:53 -07:00
Jason Ekstrand
cd2132f45b glsl/types: Make subroutine types have a single matrix column
That way, if we do the usual thing of multiplying vector_elements by
matrix_columns we get the actual number of components in the type as per
component_slots().

While we're at it, we also switch to using the actual C++ field
initializers for vector_elements and matrix_columns.

Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-02 14:19:39 -07:00
Ilia Mirkin
19598aaa5d glsl: avoid leaking hiddenUniforms map when there are no uniforms
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-02 14:14:27 -04:00
Chris Wilson
6b7036498a nir: Fix uninitialized 'progress' variable in nir_lower_system_values.
Commit 0a1adaf11d (nir: Report progress
from nir_lower_system_values().) introduced a bug caught by Valgrind:

==823== Conditional jump or move depends on uninitialised value(s)
==823==    at 0xB09020C: convert_block (nir_lower_system_values.c:68)
==823==    by 0xB079FB8: foreach_cf_node (nir.c:1310)
==823==    by 0xB07A0AF: nir_foreach_block (nir.c:1336)
==823==    by 0xB09026B: convert_impl (nir_lower_system_values.c:79)
...
==823==  Uninitialised value was created by a stack allocation
==823==    at 0xB090249: convert_impl (nir_lower_system_values.c:76)

which is trivially fixed by initializing progress.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-02 10:44:28 -07:00
Connor Abbott
33da78adee nir/remove_phis: handle trivial back-edges
Some loops may have phi nodes that look like:

foo = ...
loop {
    bar = phi(foo, bar)
    ...
}

in which case we can remove the phi node and replace all uses of 'bar'
with 'foo'. In particular, there are some L4D2 vertex shaders with loops
that, after optimization, look like:

        /* succs: block_1 */
        loop {
                block block_1:
                /* preds: block_0 block_4 */
                vec1 ssa_2195 = phi block_0: ssa_2136, block_4: ssa_994
                vec1 ssa_7321 = phi block_0: ssa_8195, block_4: ssa_7321
                vec1 ssa_7324 = phi block_0: ssa_8198, block_4: ssa_7324
                vec1 ssa_7327 = phi block_0: ssa_8174, block_4: ssa_7327
                vec1 ssa_8139 = intrinsic load_uniform () () (232)
                vec1 ssa_588 = ige ssa_2195, ssa_8139
                /* succs: block_2 block_3 */
                if ssa_588 {
                        block block_2:
                        /* preds: block_1 */
                        break
                        /* succs: block_5 */
                } else {
                        block block_3:
                        /* preds: block_1 */
                        /* succs: block_4 */
                }
                block block_4:
                /* preds: block_3 */
                vec1 ssa_994 = iadd ssa_2195, ssa_2150
                /* succs: block_1 */
        }

where after removing the second, third, and fourth phi nodes, the loop becomes
entirely dead, and this patch will cause the loop to be deleted entirely.

No piglit regressions.

Shader-db results on bdw:

instructions in affected programs:     5824 -> 5664 (-2.75%)
total loops in shared programs:        2234 -> 2202 (-1.43%)
helped:                                32

Reviewed-by: Matt Turner <mattst88@gmail.com>
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
2015-10-02 13:19:45 -04:00
Tapani Pälli
85313ff8ab glsl: validate binding qualifier on block members
Fixes following Piglit test:
	member-invalid-binding-qualifier.frag

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-02 10:50:42 +03:00
Samuel Iglesias Gonsalvez
f42466322a glsl: emit row_major matrix's SSBO stores only for components in writemask
When writing to a column of a row-major matrix, each component of the
vector is stored to non-consecutive memory addresses, so we generate
one instruction per component.

This patch skips the disabled components in the writemask, saving some
store instructions plus avoid storing wrong data on each disabled
component.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-10-02 08:34:25 +02:00
Tapani Pälli
a552b77dcc glsl: error out if non-constant indexing of SSBO arrays with GLSL ES
Fixes a failing subtest in:
	ES31-CTS.shader_storage_buffer_object.negative-glsl-compileTime

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-02 08:37:02 +03:00
Kenneth Graunke
39a1d36a67 nir: Allow nir_lower_io() to only lower one type of variable.
We may want to use different type_size functions for (e.g.) inputs
vs. uniforms.  Passing in -1 for mode ignores this, handling all
modes as before.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-01 10:58:30 -07:00
Samuel Iglesias Gonsalvez
e21bb9e7bd glsl: assert base_alignment > 0 for records
From GLSL 1.50 spec, section 4.1.8 "Structures":

"Structures must have at least one member declaration."

So the base_alignment should be higher than zero.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-09-30 08:13:07 +02:00
Samuel Iglesias Gonsalvez
f24e5e68d6 glsl: apply shader storage block member rules when adding program resources
From ARB_program_interface_query:

"For an active shader storage block member declared as an array, an
 entry will be generated only for the first array element, regardless
 of its type. For arrays of aggregate types, the enumeration rules are
 applied recursively for the single enumerated array element."

v2:
- Simplify 'if' conditions and return true if it is not a buffer
  variable, because these rules only apply to buffer variables (Timothy).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-09-30 08:13:07 +02:00
Jordan Justen
4810d02112 nir: Don't set dest in SSBO store glsl_to_nir conversion
This matches the function signature created in
lower_ubo_reference_visitor::ssbo_store which has a void return.

Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-09-29 17:17:20 -07:00
Kenneth Graunke
476e6d732f nir: Use a system value for gl_PrimitiveIDIn.
At least on Intel hardware, gl_PrimitiveIDIn comes in as a special part
of the payload rather than a normal input.  This is typically what we
use system values for.  Dave and Ilia also agree that a system value
would be nicer.

At some point, we should change it at the GLSL IR level as well.  But
that requires changing most of the drivers.  For now, let's at least
make NIR do the right thing, which is easy.

v2: Add a comment about not creating a temporary (suggested by Iago).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2015-09-29 14:19:32 -07:00
Jordan Justen
4c6ddd3397 nir: Convert SYSTEM_VALUE_NUM_WORK_GROUPS to a nir intrinsic
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 08:23:47 -07:00
Jordan Justen
f6ae914069 glsl/cs: Add gl_NumWorkGroups as a system value
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 08:23:47 -07:00
Iago Toral Quiroga
12d510ab74 glsl: Fix forward NULL dereference coverity warning
The comment says that it should be impossible for decl_type to be NULL
here, so don't try to handle the case where it is, simply add an assert.

>>>     CID 1324977:  Null pointer dereferences  (FORWARD_NULL)
>>>     Comparing "decl_type" to null implies that "decl_type" might be null.

No piglit regressions observed.

Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-09-29 10:53:08 +02:00
Iago Toral Quiroga
1dc2db7a4d glsl: Fix null return coverity warning
Add an assert on the result of as_dereference() not being NULL:

>>>     CID 1324978:  Null pointer dereferences  (NULL_RETURNS)
>>>     Dereferencing a null pointer "deref_record->record->as_dereference()".

Since we are introducing a new variable to hold the result of
as_dereference(), take the opportunity to rename deref_record_type to
interface_type and just name the new variable interface_deref, which is
less confusing.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 10:53:08 +02:00
Iago Toral Quiroga
6bf718fec2 glsl: Fix unused value warning reported by Coverity
We don't use param in this part of the code, so no point in advancing
the pointer forward:

>>>     CID 1324983:  Code maintainability issues  (UNUSED_VALUE)
>>>     Assigning value from "param->get_next()" to "param" here, but that stored value is overwritten before it can be used.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 10:53:08 +02:00
Samuel Iglesias Gonsalvez
7efb235019 glsl: use correct number of uniform blocks in error message
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
2015-09-29 10:03:47 +02:00
Samuel Iglesias Gonsalvez
6668eb5a45 mesa: rename gl_shader_program's NumUniformBlocks to NumBufferInterfaceBlocks
Because it counts shader storage blocks too.

v2:
- Use NumBufferInterfaceBlocks instead (Jordan).

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-29 10:03:47 +02:00
Iago Toral Quiroga
e7ae6d9e14 glsl: revert "glsl: atomic counters can be declared as buffer-qualified variables"
This reverts commit 586142658e.

The specs are not explicit about any restrictions related to the types allowed
on buffer variables, however, the description of opaque types (like atomic
counters) is in conclict with the purpose of buffer variables:

"The opaque types declare variables that are effectively opaque
 handles to other objects. These objects are
 accessed through built-in functions, not through direct reading or
 writing of the declared variable.
 (...)
 Opaque variables cannot be treated as l-values;(...)"

Also, Mesa is already disallowing opaque types in interface blocks anyway, so
that commit was not really achieving anything.

Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2015-09-28 14:23:26 +02:00
Timothy Arceri
e413d2fbc4 glsl: fix component size calculation for tessellation and geom shaders
Broken in commit abdab88b30 when adding arrays of arrays support

Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-09-28 11:31:50 +10:00
Kenneth Graunke
02530c5dc5 nir: Add a function to count the number of vertices a GS emits.
Some hardware (such as Broadwell) can run geometry shaders more
efficiently when the number of vertices emitted is statically known.

This pass provides a way to obtain the constant vertex count, or
-1 indicating that the vertex count is unknown/non-constant.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2015-09-26 12:01:53 -07:00
Timothy Arceri
abdab88b30 glsl: calculate component size for arrays of arrays when varying packing disabled
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-09-26 22:48:49 +10:00
Timothy Arceri
1d401f9ce4 glsl: validate binding qualifier for AoA
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-09-26 22:28:05 +10:00
Timothy Arceri
9bad7afbc2 glsl: add helper for calculating size of AoA
V2: return 0 if not array rather than -1

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-09-26 22:27:47 +10:00
Timothy Arceri
776a3845d6 glsl: clean-up link uniform code
These changes are also needed to allow linking of
struct and interface arrays of arrays.

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2015-09-26 22:27:24 +10:00
Tapani Pälli
266d05a3a0 glsl: fix packed varyings interface type and add default case
fixes Piglit test:
   arb_program_interface_query/linker/query-varyings.shader_test

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2015-09-25 12:19:36 +03:00
Antia Puentes
e92c35a872 glsl: Mark as active all elements of shared/std140 block arrays
Commit 1ca25ab (glsl: Do not eliminate 'shared' or 'std140' blocks
or block members) considered as active 'shared' and 'std140' uniform
blocks and uniform block arrays, but did not include the block array
elements. Because of that, it was possible to have an active uniform
block array without any elements marked as used, making the assertion
   ((b->num_array_elements > 0) == b->type->is_array())
in link_uniform_blocks() fail.

Fixes the following 5 dEQP tests:

 * dEQP-GLES3.functional.ubo.random.nested_structs_instance_arrays.18
 * dEQP-GLES3.functional.ubo.random.nested_structs_instance_arrays.24
 * dEQP-GLES3.functional.ubo.random.nested_structs_arrays_instance_arrays.19
 * dEQP-GLES3.functional.ubo.random.all_per_block_buffers.49
 * dEQP-GLES3.functional.ubo.random.all_shared_buffer.36

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83508
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:23 +02:00
Samuel Iglesias Gonsalvez
5b080e3ddf mesa: enable ARB_shader_storage_buffer_object extension for GLES 3.1
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:23 +02:00
Samuel Iglesias Gonsalvez
9b477ad49d main: Add SHADER_STORAGE_BLOCK and BUFFER_VARIABLE support for ARB_program_interface_query
Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries.

v2:
- Use std430_array_stride() to get top level array stride following std430's rules.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-09-25 08:39:23 +02:00