With the new handling of bool types, the conversion to float in glsl_to_nir
should not apply to bool types anymore.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
out_type in the default cast case is always GLSL_TYPE_FLOAT, so we get a
mov otherwise.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
All alu instructions emitted with native_integers=false expect float
(or bool in some cases) constants, so this change is necessary.
This will cause changes with some intrinsics which had integer sources,
such as nir_intrinsic_load_uniform. Apparently it might cause issues with
some opt passes, but perhaps those don't apply in OpenGL ES 2.0 cases?
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
GL_ARB_gl_spirv does not provide a sampler deref for e.g. texelFetch(),
so we can't assume that both are present and identical. Simply lower
each if it is present.
Fixes regressions in GL_ARB_gl_spirv tests since I switched everyone to
using this pass. Thanks to Alejandro Piñeiro for catching these.
Fixes: f003859f97 nir: Make gl_nir_lower_samplers use gl_nir_lower_samplers_as_deref
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Tested-by: Alejandro Piñeiro <apinheiro@igalia.com>
In all GLSL ES versions output variables in fragment shader are allowed
to be invariant.
From Section 4.6.1 ("The Invariant Qualifier") GLSL ES 1.00 spec:
"Only the following variables may be declared as invariant:
...
- Built-in special variables output from the fragment shader."
From Section 4.6.1 ("The Invariant Qualifier") GLSL ES 3.00 spec:
"Only variables output from a shader can be candidates for invariance."
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107842
They have glsl_sampler_dim enum values of 8 and 9 which don't work when
you & them with 0x7. Fortunately, we have plenty of bits.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: 393b59e077
('nir: Rework nir_lower_constant_initializers() to handle functions')
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The check for location aliasing was always asuming output variables
but this validation is also called for input variables.
Fixes: e2abb75b0e ("glsl/linker: validate explicit locations for SSO programs")
Cc: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
NIR metadata validation verifies that the debug bit was unset (by a call
to nir_metadata_preserve) if a NIR optimization pass made progress on
the shader. With the expectation that the NIR shader consists of only a
single main function, it has been safe to call nir_metadata_preserve()
iff progress was made.
However, most optimization passes calculate progress per-function and
then return the union of those calculations. In the case that an
optimization pass makes progress only on a subset of the functions in
the shader metadata validation will detect the debug bit is still set on
any unchanged functions resulting in a failed assertion.
This patch offers a quick solution (short of a larger scale refactoring
which I do not wish to undertake as part of this series) that simply
unsets the debug bit on unchanged functions.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Will be used to communicate that a shader uses 64-bit operations to the
concerned lowering passes.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We're going to have multiple functions, so nir_shader_get_entrypoint()
needs to do something a little smarter.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Previously it assumed that only a single function (the entrypoint)
existed and attempted to lower constant initializers of shader outputs
for each function, for instance.
v2: use mix and findMSB to optimise.
v3: [Sagar] Fix zFrac0 == 0u case in __normalizeRoundAndPackFloat64
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
The following patches will add implementations of various
double-precision operations to this file.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>