We're going to want the full vtn_type available to us anyway at which
point glsl_type isn't really buying us anything.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
This adds a vtn concept of base_type as well as a couple of other
fields. This lets us be a tiny bit more efficient in some cases but,
more importantly, it will eventually let us express things the GLSL type
system can't.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Now that we have a pointer wrapper class, we can create offsets for UBOs
and SSBOs up-front instead of waiting until we have the full access
chain. For push constants, we still use the old mechanism because it
provides us with some nice range information.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Everyone now calls it with stop_at_matrix = false. Since we're now
always walking all the way to the end of the access chain, the type
returned is just the same as ptr->type;
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Instead of handling all of the complexity at the end, we choose to
decorate types a bit more cleverly. When we have a row-major matrix
type, we give it the stride of a single vector and give it's array
element type (which represents a column) the actual matrix stride.
Previously, we were using stop_at_matrix and handling everything from
matrix on down as special cases but now we walk the access chain all the
way to the end and then load. Even though this looks like it may lead
to a significant functional change, it doesn't. The reason why we
needed to do stop_at_matrix before was to handle row-major properly
since the offsets and strides would be all out-of-order. Now that row
major matrix types have the small stride on the matrix and the large
stride on the vector, offsetting to a single column of a row-major
matrix works fine. The load/store code simply picks up on the fact that
the stride isn't the type size and does multiple loads. The generated
code from these methods should be the same.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
The vtn_pointer structure provides a bit better abstraction than passing
access chains around directly. For one thing, if the pointer just
points to a variable, we don't need the access chain at all. Also,
pointers know what their dereferenced type is so we can avoid passing
the type in a bunch of places. Finally, pointers can, in theory, be
extended to the case where you don't actually know what variable is
being referenced.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
We're about to add a vtn_pointer data structure and this will prevent
some rename churn in the next commit.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
We were originally handling them together because I was rather unclear
on the distinction. However, keeping them combined keeps the confusion.
Split them up so that it's more clear from the code how we expect the
two storage classes to be used.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Previously, we were using the type of the variable which is incorrect.
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
It's closing a "{" at the begining of a switch case.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
This is convenient for backends that support both Vulkan and OpenGL while
lowering samplers to derefs with nir_lower_samplers_as_deref.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Undefined data will eventually trigger a valgrind error while computing
its CRC32 while writing it into the disk cache, but at that point, it is
basically impossible to track down where the undefined data came from.
With this change, finding the origin of undefined data becomes easy.
v2: remove duplicate VALGRIND_CFLAGS (Emil)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Otherwise, the padding bits remain undefined, which leads to valgrind
errors when storing the gl_shader_variable in the disk cache.
v2: use rzalloc instead of an explicit padding member variable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Save some passes over the IR.
v2: redesign to make the users of find_assignments more readable
v3:
- fix missing !
- add some comments and make the num_found check more explicit (Timothy)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v1)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Before, we were just implementing it with a move, which is incorrect
when the source and destination have different bitsizes. To implement
it properly, we need to use the 64-bit pack/unpack opcodes. Since
glslang uses OpBitcast to implement packInt2x32 and unpackInt2x32, this
should fix them on anv (and radv once we enable the int64 capability).
v2: make supporting non-32/64 bit easier (Jason)
v3: add another assert (Jason)
Fixes: b3135c3c ("anv: Advertise shaderInt64 on Broadwell and above")
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We always have stage == first and stage == last when first == last, so
drop the special case. Also rephrase the comment to make the logic
clearer.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This is helpful in debugging varying assignments.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
According to GLSL.std.450 spec, SmoothStep expects input to be a
floating-point type, but it does not restrict the bitsize.
Current implementation relies on inputs to be 32-bit.
This commit extends the support to 64-bit size inputs.
Reviewed by: Elie Tournier <elie.tournier@collabora.com>
According to GLSL.std.450 spec, the operand for step() function must be
a floating-point. It does not restrict the value to 32-bit floats.
Reviewed by: Elie Tournier <elie.tournier@collabora.com>
xfb only applies to the latest stage before the fragment shader, so
there is no need to invoke it in the fragment shader.
Fixes:
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list
KHR-GL45.enhanced_layouts.xfb_stride_of_empty_list_and_api
v2: do reset only if shaders provide an explicit stride
v3: do not call link_xfb_stride_layout_qualifiers() for fragment shaders
(Timothy)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
for finer granularity state flagging
v2: Marek - use a bitmask, add shader cache support
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Doom shipped with a broken version of GLSLang which handles samplers as
function arguments in a way that isn't spec-compliant. In particular,
it creates a temporary local sampler variable and copies the sampler
into it. While Dave has had a hack patch out for a while that gets it
working, we've never landed it because we've been hoping that a game
update would come out with fixed shaders. Unfortunately, no game update
appears on to be on the horizon and I've found this issue in yet another
application so I think we're stuck working around it. Hopefully, we can
delete this code one day.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99467
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Tested-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
The current implementation assumed that these were replaced in GLSL >= 4.10
by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both
built-ins should be produced from GLSL 4.10 onwards.
This was raised by new CTS tests that are in development.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
In order to set the explicit binding value for bindless
samplers/images.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Bindless sampler/image handles are represented using 64-bit
unsigned integers.
The ARB_bindless_texture spec says:
"The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB
if the sampler or image uniform being updated has the "bound_sampler"
or "bound_image" layout qualifier"."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Unnamed struct types are now equal across stages based on the fields they
contain, so overriding the type to make sure names match has become
unnecessary.
The check was originally introduced in commit 955c93dc08 ("glsl: Match
unnamed record types across stages.")
v2: clarify the commit message
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Previously, if an unnamed and a named struct contained the same fields,
they were considered the same type during linking of globals.
The discussion around commit e018ea81bf ("glsl: Structures must have
same name to be considered same type.") doesn't seem to have considered
this thoroughly, and I see no evidence that an unnamed struct should
ever be considered to be the same type as a named struct.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>