The CompareExchange operation has two "Memory Semantics" parameters instead
of one so the real arguments start at w[7] instead of w[6].
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit f2a10937d8)
SPIR-V has the two arguments in the opposite order from GLSL. NIR uses the
GLSL order so we had them backwards.
Fixes dEQP-VK.spirv_assembly.instruction.compute.opatomic.compex
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 0ead7bef6b)
All the GLSL 4.x keywords were added to the list of reserved keywords
in GLSL ES 3.10. As far as I can tell, these are the only ones that
were missed.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit c879dbc4e4)
Prior to this commit rename_variables_block() is recursively called,
performing a depth-first traversal of the control flow graph. The
function uses a non-trivial amount of stack space for local variables,
which puts us in danger of smashing the stack, given a sufficiently deep
dominance tree.
XCOM: Enemy Within contains a shader with such a dominance tree (1574
nir_blocks in total, depth of at least 143).
Jason tells me that he believes that any walk over the nir_blocks that
respects dominance is sufficient (a DFS might have been necessary prior
to the introduction of nir_phi_builder).
In fact, the introduction of nir_phi_builder made the problem worse:
rename_variables_block(), walks to the bottom of the dominance tree
before calling nir_phi_builder_value_get_block_def() which walks back to
the top of the dominance tree...
In any case, this patch ensures we avoid that problem as well.
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97225
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
(cherry picked from commit e53130cc27)
The first simply picks the bany_inequal[234] opcodes based on the SSA
def's number of components. The latter implicitly compares with zero
to achieve the same semantics of GLSL's any().
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
(cherry picked from commit d8971128ac)
Old languages (GLSL <= 4.20 and GLSL ES 1.00) require "invariant"
to be specified on both inputs and outputs, and match when linking.
New languages only allow outputs to be qualified as "invariant"
and remove the "invariant must match" restriction when linking
varyings (because no input can have that qualifier).
Commit 426a50e208 introduced the new
behavior for ES 3.00. It also removed the "must match" restriction
for ES 1.00 shaders, which I believe is incorrect. This patch adds
that back, as well as making 4.30+ follow the new rules.
Thanks to Qiankun Miao for noticing this discrepancy.
Fixes a WebGL 2.0 conformance test when run in Chromium:
https://www.khronos.org/registry/webgl/sdk/tests/deqp/data/gles3/shaders/qualification_order.html?webglVersion=2
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96971
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit f9f462936a)
Section 3.4 (Preprocessor) of the GLSL ES 3.00 spec says:
It is an error to undefine or to redefine a built-in (pre-defined)
macro name.
The GLSL ES 1.00 spec does not contain this text.
Section 3.3 (Preprocessor) of the GLSL 1.30 spec says:
#define and #undef functionality are defined as is standard for C++
preprocessors for macro definitions both with and without macro
parameters.
At least as far as I can tell GCC allow '#undef __FILE__'. Furthermore,
there are desktop OpenGL conformance tests that expect '#undef
__VERSION__' and '#undef GL_core_profile' to work.
Fixes:
GL45-CTS.shaders.preprocessor.definitions.undefine_version_vertex
GL45-CTS.shaders.preprocessor.definitions.undefine_version_fragment
GL45-CTS.shaders.preprocessor.definitions.undefine_core_profile_vertex
GL45-CTS.shaders.preprocessor.definitions.undefine_core_profile_fragment
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 50b49d242d)
Squashed with commit
glcpp: Update tests for new #undef of built-in macro rules.
Ian recently changed the preprocessor to allow this in most GLSL
versions, but not GLSL ES 3.00+. This patch converts the existing
test that expects a failure to a #version 300 es shader, and adds
a #version 110 shader to make sure that it's allowed.
Fixes 'make check'.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97307
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Tested-by: Vinson Lee <vlee@freedesktop.org>
(cherry picked from commit 1f47f78fc3)
We need to subtract VARYING_SLOT_PATCH0, not VARYING_SLOT_VAR0.
Since "patch" only applies to inputs and outputs, we can just handle
this once outside the switch statement, rather than replicating the
check twice and complicating the earlier conditions.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 398428f406)
These are lowered to gl_TessLevel{Outer,Inner}MESA. We need them to
appear in the program resource list with their original names and types.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 1556f16e46)
This assertion is bogus. Varying structs, and arrays of structs, are
allowed by GLSL, and we can see them here. While we currently don't
have any partial-variable support for those, simply returning false
and marking the entire thing as used is certainly legitimate.
I believe this is often swept under the rug by varying packing,
but that's disabled in certain tessellation situations.
Hit by 20 dEQP-GLES31.functional.tessellation.user_defined_io.* tests.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 4a49851da1)
The order of optimizations can lead to the conditional discard optimization
being applied twice to the same discard statement. In this case, we must
ensure that both conditions are applied.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96762
Cc: mesa-stable@lists.freedesktop.org
Tested-by: Kai Wasserbäch <kai@dev.carbon-project.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit 21556d86fc)
[Emil Velikov: s/get_head_raw()/head/]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Conflicts:
src/compiler/glsl/opt_conditional_discard.cpp
Commit 52e75dcb8c made nir_lower_io
start using nir_intrinsic_set_base instead of writing const_index[0]
directly. However, those intrinsics apparently don't /have/ a base,
so this caused assert failures.
However, the old code was happily setting non-existent const_index
fields, so it was pretty bogus too.
Jason pointed out that load_shared and store_shared have a base,
and that the i965 driver uses that field. So presumably atomics
should have one as well, so that loads/stores/atomics all refer
to variables with consistent addressing.
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit cf6f2d3ce7)
This is way better than the stupid string approach especially since you
could overflow the string. Again, I thought I had something better at one
point but it obviously got lost.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit b919100d61)
It was returning true if the function types have different lengths rather
than false. This was new with the SPIR-V to NIR pass and I thought I'd
fixed it a while ago but it may have gotten lost in rebasing somewhere.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 11ac1c4dbb)
I have no idea why we were multiplying by 4 before. The offsets we get
from SPIR-V are in bytes and so is nir->num_uniforms so there's no need to
do any adjustment whatsoever.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 49476576dd)
If a shader has an output array, it will get treated as though it were
gl_FragData and rewritten into gl_out_FragData instances. We only want
this to happen on the actual gl_FragData and not everything else.
This is a small part of the problem pointed out by the below bug.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit a37e46323c)
Some games are sloppy.. perhaps because it is defined behavior for DX or
perhaps because nv blob driver defaults things to zero.
So add driconf param to force uninitialized variables to default to zero.
This issue was observed with rust, from steam store. But has surfaced
elsewhere in the past.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit f78a6b1ce3)
The only part of an ir_texture which can be an array is the
offsets array in textureGatherOffsets() calls. We don't want
to lower those, because they're required to remain constants.
Fixes textureGatherOffsets with Gallium drivers such as llvmpipe,
which commit ef78df8d3b regressed.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
(cherry picked from commit a36a73a7b8)
Constant propagation on arrays doesn't make a lot of sense. If the
array is only accessed with constant indexes, then opt_array_splitting
would split it up. Otherwise, we have variable indexing. If there's
multiple accesses, then constant propagation would end up replicating
the data.
The lower_const_arrays_to_uniforms pass creates uniforms for each
ir_constant with array type that it encounters. This means that it
creates redundant uniforms for each copy of the constant, which means
uploading too much data. It can even mean exceeding the maximum number
of uniform components, causing link failures.
We could try and teach the pass to de-duplicate the data by hashing
constants, but it makes more sense to avoid duplicating it in the first
place. We should promote constant arrays to uniforms, then propagate
the uniform access.
Fixes the TressFX shaders from Tomb Raider, which exceeded the maximum
number of uniform components by a huge margin and failed to link.
On Broadwell:
total instructions in shared programs: 9067702 -> 9068202 (0.01%)
instructions in affected programs: 10335 -> 10835 (4.84%)
helped: 10 (Hoard, Shadow of Mordor, Amnesia: The Dark Descent)
HURT: 20 (Natural Selection 2)
loops in affected programs: 4 -> 0
The hurt programs appear to no longer have a constarray uniform, as
all constants were successfully propagated. Apparently before this
patch, we successfully unrolled a loop containing array access, but
only after promoting constant arrays to uniforms. With this patch,
we unroll it first, so all array access is direct, and the array
is split up, and individual constants are propagated. This seems
better.
Cc: mesa-stable@lists.freedesktop.org
Reported-by: Karol Herbst <nouveau@karolherbst.de>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit fb857b5eea)
There's really no point in looking at ir_dereference_array of a
constant. It also misses cases like:
(assign () (var_ref tmp) (constant (array ...) ...))
No changes in shader-db, but keeps it working after the next commit.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit ef78df8d3b)
The new uniform may need precise as well.
Fixes copy propagation of constant array uniforms in Tomb Raider shaders.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 586f4a42e7)
Previously, we failed to split constant arrays. Code such as
int[2] numbers = int[](1, 2);
would generates a whole-array assignment:
(assign () (var_ref numbers)
(constant (array int 4) (constant int 1) (constant int 2)))
opt_array_splitting generally tried to visit ir_dereference_array nodes,
and avoid recursing into the inner ir_dereference_variable. So if it
ever saw a ir_dereference_variable, it assumed this was a whole-array
read and bailed. However, in the above case, there's no array deref,
and we can totally handle it - we just have to "unroll" the assignment,
creating assignments for each element.
This was mitigated by the fact that we constant propagate whole arrays,
so a dereference of a single component would usually get the desired
single value anyway. However, I plan to stop doing that shortly;
early experiments with disabling constant propagation of arrays
revealed this shortcoming.
This patch causes some arrays in Gl32GSCloth's geometry shaders to be
split, which allows other optimizations to eliminate unused GS inputs.
The VS then doesn't have to write them, which eliminates the entire VS
(5 -> 2 instructions). It still renders correctly.
No other change in shader-db.
v2: Drop !AOA check and improve a comment (feedback from Tim Arceri).
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit c264fdbc07)
opt_constant_propagation.cpp contains constant folding code which can
actually do constant propagation in some cases. It was happily
propagating constants into the left-hand-side of assignments.
For example,
(assign () (var_ref temp) (constant ...))
would brilliantly be turned into:
(assign () (constant ...) (constant ....))
This is a bigger hammer than necessary - it prevents propagation
into the left-hand-side altogether. We could certainly do better
someday. Notably, the constant propagation pass itself already
takes this approach - it's just the constant propagation pass's
built-in constant folding code (which actually propagates, too)
that was broken.
No change in shader-db, but prevents regressions after future commits.
It seems plausible that this could be hit today, but I haven't seen it
happen.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit acf5444044)
There's special logic around finding gl_FragData. It latches onto any
array with FRAG_RESULT_DATA0. However gl_SecondaryFragDataEXT[], added
by GL_EXT_blend_func_extended, fits those parameters as well. The real
frag data array should have index 0 though, so we can use that to
distinguish them.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96617
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1 11.2 12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit 36ed1b695e)
SPIR-V treats it as an input but NIR wants the system value. This
shouldn't have been too much of a surprise given that we have to do the
same conversion in the GLSL IR to NIR pass.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 295e03c980)
Just setting builder->exact isn't sufficient because that only applies to
instructions that are built with the builder but instructions created
manually and only inserted using the builder are left alone.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit bec07b7292)
This pass is similar to propagate_invariance in the GLSL compiler. The
real "output" of this pass is that any algebraic operations which are
eventually consumed by an invariant variable get marked as "exact".
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 202751fbb7)
While mathematically correct, these two optimizations result in an
expression with substantially lower precision than the original. For any
positive finite floating-point value, log2(x) is well-defined and finite.
More precisely, it is in the range [-150, 150] so any sum of logarithms
log2(a) + log2(b) is also well-defined and finite as long as a and b are
both positive and finite. However, if a and b are either very small or
very large, their product may get flushed to infinity or zero causing
log2(a * b) to be nowhere close to log2(a) + log2(b).
This imprecision was causing incorrect rendering in Talos Principal because
part of its HDR rendering process involves doing 8 texture operations,
clamping the result to [0, 65000], taking a dot-product with a constant,
and then taking the log2. This is done 6 or 8 times and summed to produce
the final result which is written to a red texture. In cases where you
have a region of the screen that is very dark, it can end up getting a
result value of -inf which is not what is intended.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96425
Cc: "11.1 11.2 12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 68e308d853)
Previously some callers of precision_qualifier_allowed would strip the
arrayness from the type and some would not. As a result, some places
would not notice that float[6], for example, needed a precision
qualifier.
Fixes the new piglit test no-default-float-array-precision.frag.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 9c87282041)
i965 has no special hardware for this, so the best way to implement
this is to pass it in via a uniform.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 2b867264d2)
i965 has no special hardware for this, so we need to pass this value in
as a uniform (unless the TES is linked against a TCS, in which case the
linker can just replace this with a constant).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 0be2105137)
From GLSL 4.5 spec, "4.4.2.3 Geometry Outputs".
"all geometry shader output vertex count declarations in a
program must declare the same count."
Fixes:
GL45-CTS.geometry_shader.output.conflicted_output_vertices_max
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 4c86399378)
With tessellation shaders we can have cases where we have
arrays of anon structs, so make sure we match using without_array().
Fixes:
GL45-CTS.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_in
v2:
test lengths match as well (Ilia)
v3:
descend array lengths to check for matches as well (Ilia)
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 1f66a4b689)
This fixes a crash in
GL43-CTS.shader_subroutine.subroutines_not_allowed_as_variables_constructors_and_argument_or_return_types
If we can't find the func_name in one of these paths,
we have emitted an earlier error so just return here.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 6702c15810)
GL43-CTS.compute_shader.work-group-size does
uniform uint g_uniform[gl_WorkGroupSize.z + 20] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24 };
The initializer triggers the GLSL 4.30/GLES3 tests
for constant sequence subexpressions, so it doesn't
happen unless you are using those, so just return
false as this path is now reachable.
v2: update commit msg with diagnosis
Acked-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 4336196b7f)
Getting rid of the default case makes the compiler warn if we are missing
cases. While we're here, we also add the one missing case.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 526a8de22d)
glslang frequently throw bogus decorations into shaders. While we are free
to assert-fail, it's a bit nicer to the application to just warn.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 62c6e94bd6)
Previously we supported a subset of capabilities and just left a default
case for the others. It's time to stop being lazy and actually audit the
capabilities. This should bring them up-to-date with reality.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 5a1e56f344)
This fixes the 7 dEQP-VK.pipeline.spec_constant.compute.local_size.* tests
in the latest dev version of the Vulkan CTS.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 1f7b54ed29)
This fixes about 100 of the new Vulkan CTS tests.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 45542f554c)
Fixes the following building error:
target C++: libmesa_glsl <= external/mesa/src/compiler/glsl/glsl_to_nir.cpp
In file included from external/mesa/src/compiler/glsl/glsl_to_nir.h:28:0,
from external/mesa/src/compiler/glsl/glsl_to_nir.cpp:28:
external/mesa/src/compiler/nir/nir.h:42:25: fatal error: nir_opcodes.h: No such file or directory
compilation terminated.
build/core/binary.mk:432: recipe for target 'out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_glsl_intermediates/glsl/glsl_to_nir.o' failed
make: *** [out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_glsl_intermediates/glsl/glsl_to_nir.o] Error 1
make: *** Waiting for unfinished jobs....
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
(cherry picked from commit 4143245c23)