For geometry/compute inputs and tess control outputs, we create
an AST node to keep track of some things. However if we have
multiple layout sections, we don't ever link the node into the AST.
This is because we create the node on the rightmost layout declaration
and don't pass it back in so it gets linked at the end of the parsing
of the rightmost.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The code didn't deal with explicit function indexes properly.
It also handed out the indexes at link time, when we really
need them in the lowering pass to create the correct if ladder.
So this patch moves assigning the non-explicit indexes earlier,
fixes the lowering pass and the lookups to get the correct values.
This fixes a few of:
GL45-CTS.explicit_uniform_location.subroutine-index-*
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes:
GL45-CTS.shader_subroutine.subroutine_uniform_reset
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The code was implementing the ACTIVE_SUBROUTINE_UNIFORMS
incorrectly, using the number of types not the number of
uniforms. This is different than the locations as the
locations may be sparsly allocated.
This fixes:
GL43-CTS.shader_subroutine.four_subroutines_with_two_uniforms
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
GLSL spec says this doesn't generate an error.
Fixes:
GL45-CTS.explicit_uniform_location.subroutine-loc
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes:
GL45-CTS.shader_subroutine.subroutines_with_separate_shader_objects
Since we set the stream flags earlier on all geom shaders, we
shouldn't fall over later if we find one.
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes a crash in:
GL45-CTS.explicit_uniform_location.subroutine-loc-negative-link-max-num-of-locations
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes .length() on subroutine uniform arrays, if
we don't find the identifier normally, we look up the corresponding
subroutine identifier instead.
Fixes:
GL45-CTS.shader_subroutine.arrays_of_arrays_of_uniforms
GL45-CTS.shader_subroutine.arrayed_subroutine_uniforms
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes:
GL45-CTS.explicit_uniform_location.subroutine-index-negative-link-max-num-of-indices
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
If a subroutine uniform is declared with no functions backing it,
that isn't legal, so we should fail to link.
Fixes:
GL43-CTS.shader_subroutine.subroutine_uniform_wo_matching_subroutines
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes:
GL43-CTS.shader_subroutine.subroutines_incompatible_with_subroutine_type
It just makes sure the signatures match as well as the return
types.
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
_mesa_GetActiveSubroutineUniformiv needs to check
against the number of types here.
Noticed while playing with ogl conform.
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This happens with dEQP tests. The code doesn't at all protect against
this condition, so while unhandled, this is an expected situation.
Also avoid using more than the first 16 registers for nv3x vertex
programs.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
On nv30, for example, there is no hardware index buffer support. So all
of those will be created entirely in user memory.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This isn't used anymore in the tree, culldist's
are part of the clipdist semantic, we could in theory
rename it, but I'm not sure there is much point, and
I'd have to be careful with virgl.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The way the HW works doesn't really fit with having
two semantics for this.
The GLSL compiler emits 2 vec4s and two properties,
this makes draw use those instead of CULLDIST semantics.
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fixes:
GL45-CTS.direct_state_access.queries_errors
The ARB_direct_state_access spec agrees.
v2: move check down further (Ilia)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Dave Airlie <airlied@redhat.com>
When the array doesn't start at 0 we need to account for su->tex.r.
While we are at it, make sure to avoid out of bounds access by masking
the index.
This fixes GL45-CTS.shading_language_420pack.binding_image_array.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reported-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Apparently the stencil mask applies to clears on nv30/nv40. Reset it to
0xff before doing a stencil clear. This fixes gl-1.0-readpixsanity and
a number of other piglit tests.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
This fixes a lot of INVALID_VALUE errors reported by the card when
running dEQP tests.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
Left over from the pre-mainline tess support. Adapt to use the new
defines.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
nir_instr_rewrite_src() expects a nir_src and it is currently being fed a
nir_tex_src. This will crash something.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This makes sure that rIndirectSrc and other things stay updated.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Initially to make sure the format doesn't mismatch and won't produce
out-of-bounds access, we checked that both formats have exactly the same
number of bytes, but this should not be checked for type stores.
This fixes serious rendering issues in the UE4 demos (tested with
realistic and reflections).
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
To prevent out-of-bounds access and format mismatch we add a predicate
on sustp, but we have to account for it when the sources are condensed
because a predicate is a source. Using the range 3:6 will only condense
the input data and it's always the case. This also fixes constraints
when an indirect access is used.
This ensures that sources are correctly aligned.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
If the transform feedback object is paused when ending, then there are
no new snapshots to add to the tally. In fact, we haven't written a
starting snapshot, so we'd best not try and compute (end - start).
Just load the existing tally so we can convert it to the number of
vertices written and store it to the final result location.
This is the Haswell+ equivalent of the previous commit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
If the transform feedback object is paused, then we've already written
an ending counter snapshot. We don't want to write another one.
This fixes assertions in GL33-CTS.transform_feedback.api_errors_test,
which calls EndTransformfeedback after PauseTransformFeedback. On the
next BeginTransformFeedback, we tried to tally up the results, and saw
an odd number of snapshots (due to the double-end), and tripped an
assertion.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This way, the driver's EndTransformFeedback() hook can tell whether the
transform feedback operation was paused. It's also convenient to have
Paused remain false until the driver's PauseTransformFeedback hook
finishes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Otherwise we rewrote the fadd to use itself, causing crashes in
validation. Instead, start after the last use like we should.
A brown paper bag fix. Fixes crashes in several Vulkan tests.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
For cull distance GLSL will let unsized unused arrays get
into the backend, we should nuke those straight away, to
save caring about them later.
This fixes:
arb_separate_shader_objects/linker/large-number-of-unused-varyings
as a side effect (even without culling changes).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This isn't allowed by Vulkan, but might be useful someday for
SPIR-V in OpenGL (if that ever becomes a thing). It's easy enough
to hook up, and as precedent, we already do so for OriginLowerLeft.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Rob's nir_lower_wpos_ytransform() pass flips dFdy in the opposite case
of what I expected, so we always take the negate_value case. It doesn't
really matter.
v2: Write src0 before src1 in ADD instructions (requested by Matt).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Now that we handle flipping and other gl_FragCoord transformations
via a uniform, these key fields have no users.
This patch actually eliminates the associated recompiles. The Tomb
Raider benchmark's minimum FPS increases from ~1 FPS to a reasonable
number.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This handles gl_FragCoord transformations and other window system vs.
user FBO coordinate system flipping by multiplying/adding uniform
values, rather than recompiles.
This is much better because we have no decent way to guess whether
the application is going to use a shader with the window system FBO
or a user FBO, much less the drawable height. This led to a lot of
recompiles in many applications.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>