Doing that is clearly a bug. We can't quite assert as st/mesa may hit this,
but increase at least visibility of it a bit.
(For the non-refcounted objects it would be illegal too, but we can't detect
that unless we'd store the context ourselves. Plus, those don't tend to cause
random crashes at context or object destruction time... So just sampler views,
surfaces and so targets for now.)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
I removed this mistakenly in 2dbc20e456. I
actually thought it should not be necessary and a piglit run didn't show
any differences, but this shouldn't have been in there.
draw_prepare_shader_outputs() is in fact dependent on NEW_RASTERIZER.
The new polygon-mode-facing test indeed shows why this is necessary, there's
lots of invalid reads and writes with valgrind (also crashes without
valgrind), because the pre-pipeline vertex size doesn't match the
post-pipeline vertex size (note this won't help much with stages which don't
have the prepare hook which can grow the vertex size, in particular the wide
point stage, but this isn't used by llvmpipe). The test still won't pass, of
course, but it is only usage of uninitialized values now, which is much
less dangerous...
(Albeit I'm pretty sure for i915 it really is not needed anymore as it
doesn't care about the extra outputs and doesn't call
draw_prepare_shader_outputs().)
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Patch moves uniform calculation to happen during link_uniforms, this
is possible with help of UniformRemapTable that has all the reserved
locations.
Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
v2: code cleanups, increment NumUniformRemapTable correctly, fix
find_empty_block to work properly and add some more comments.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Fixes piglit regression after fixes to duplicate layout rules.
Previously catching multiple layouts was relying on the code
meant to catch duplicates within a single layout(...), this
change triggers the rules for multiple layouts.
Cc: Mark Janes <mark.a.janes@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Phi handling is somewhat intrinsically tied to the CFG. Moving it here
makes it a bit easier to handle that. In particular, we can now do SSA
repair after we've done the phi node second-pass. This fixes 6 CTS tests.
This is a port of Matt's GLSL IR lowering pass to NIR. It's required
because we translate SPIR-V directly to NIR, bypassing GLSL IR.
I haven't introduced a lower_ldexp flag, as I believe all current NIR
consumers would set the flag. i965 wants this, vc4 doesn't implement
this feature, and st_glsl_to_tgsi currently lowers ldexp
unconditionally anyway.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
struct.pack('i', val) interprets `val` as a signed integer, and dies
if `val` > INT_MAX. For larger constants, we need to use 'I' which
interprets it as an unsigned value.
This patch makes us use 'I' for all values >= 0, and 'i' for negative
values. This should work in all cases.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
If we have a d24x8 format, there is no stencil. Therefore, we can always
clear these bits too, which means this will be some kind of memset rather
than read-modify-write.
This is good for some 7% increase or so in gears with huge window size -
seems to have a bigger effect if things aren't in caches. Of course, any
real app won't spend nearly as much time comparatively in clearing
depth buffer in the first place, so the speedup will be much lower.
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This is untested and probably broken.
We already passed the atan2 CTS tests before implementing this opcode.
Presumably, glslang or something was giving us a plain Atan opcode
instead of Atan2. I don't know why.
Fixes a number of GLES31 CTS failures and hangs on various hardware:
ES31-CTS.texture_gather.plain-gather-depth-2d
ES31-CTS.texture_gather.plain-gather-depth-2darray
ES31-CTS.texture_gather.plain-gather-depth-cube
ES31-CTS.texture_gather.offset-gather-depth-2d
ES31-CTS.texture_gather.offset-gather-depth-2darray
ES31-CTS.layout_binding.sampler2D_layout_binding_texture_ComputeShader
ES31-CTS.layout_binding.sampler2DArray_layout_binding_texture_ComputeShader
ES31-CTS.explicit_uniform_location.uniform-loc-types-samplers
ES31-CTS.compute_shader.resources-texture
Some of them were actually passing by luck on some generations even
though we weren't uploading sampler state tables explicitly for the
compute stage, most likely because they relied on the cached sampler
state left from previous rendering to be close enough.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92589
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93312
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93325
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93407
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93725
Reported-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This reuses the NEW_SAMPLER_STATE_TABLE state bit (currently only used
on pre-Gen7 hardware) to signal that the sampler state tables have
changed in order to make sure that the GPGPU interface descriptor is
updated.
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
I have a patch that writes shaders as .shader_test files, and it uses
this function to create the headers (i.e. [vertex shader]).
[tess ctrl shader] isn't a valid shader_runner header - it's spelled
out as [tessellation control shader].
There's no real reason to abbreviate it, so spell it out.
v2: Rebase on Rob's patches to move the code.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Even if re-linking fails rendering shouldn't fail as the previous
succesfully linked program will still be available. It also shouldn't
be possible to have an unlinked program as part of the current rendering
state.
This fixes a subtest in:
ES31-CTS.sepshaderobjs.StateInteraction
This change should improve performance on CPU limited benchmarks as noted
in commit d6c6b186cf.
>From Section 7.3 (Program Objects) of the OpenGL 4.5 spec:
"If a program object that is active for any shader stage is re-linked
unsuccessfully, the link status will be set to FALSE, but any existing
executables and associated state will remain part of the current rendering
state until a subsequent call to UseProgram, UseProgramStages, or
BindProgramPipeline removes them from use. If such a program is attached to
any program pipeline object, the existing executables and associated state
will remain part of the program pipeline object until a subsequent call to
UseProgramStages removes them from use. An unsuccessfully linked program may
not be made part of the current rendering state by UseProgram or added to
program pipeline objects by UseProgramStages until it is successfully
re-linked."
"void UseProgram(uint program);
...
An INVALID_OPERATION error is generated if program has not been linked, or
was last linked unsuccessfully. The current rendering state is not modified."
V2: apply the rule to both core and compat.
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
From the ARB_shading_language_420pack spec:
"More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in
multiple layout qualifiers for the same declaration, the
last one overrides the former ones."
The parser was already failing correctly when the extension is
not available but testing for duplicates within a single layout
qualifier was still causing this to fail when available as both
cases share the same function for merging.
Here we add a parameter to differentiate between the two uses
and apply it to the duplicate test.
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
In order to only create a single node for each default declaration
we add a new boolean parameter to the in/out merge function to
only create one once we reach the rightmost layout qualifier.
From the ARB_shading_language_420pack spec:
"More than one layout qualifier may appear in a single
declaration. If the same layout-qualifier-name occurs in
multiple layout qualifiers for the same declaration, the
last one overrides the former ones."
Acked-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This will allow merging of duplicate layout qualifiers as allowed
by ARB_shading_language_420pack
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This is added by ARB_enhanced_layouts although it doesn't fit
into any of the six main changes so we enable this independently.
From the ARB_enhanced_layouts spec:
"More than one layout qualifier may appear in a single
declaration. Additionally, the same layout-qualifier-name
can occur multiple times within a layout qualifier or across
multiple layout qualifiers in the same declaration"
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>