The intention of this pass was to give us better instruction scheduling
opportunities, but it unexpectedly reduced some instruction counts as
well:
total instructions in shared programs: 1666639 -> 1666073 (-0.03%)
instructions in affected programs: 54612 -> 54046 (-1.04%)
(and trades 4 SIMD16 programs in SS3)
This works like glsl-1.20+'s invariant redeclarations, but with fewer
restrictions, since `precise` is allowed on pretty much anything.
Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This allows them to be moved to .rodata, and allow us to be sure that they
will not be modified.
Signed-off-by: Chia-I Wu <olv@lunarg.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
ARB, OES, then everything else. If there's ever a KHR shading language
extension, it should go between ARB and OES.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Acked-by: Eric Anholt <eric@anholt.net>
Link error conditions added in previous patch are equally applicable
to GL_ARB_fragment_coord_conventions implementation. Extension's spec
says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that program
that have a static use of gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must have
the same set of qualifiers."
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
GLSL 1.50 spec says:
"If gl_FragCoord is redeclared in any fragment shader in a program,
it must be redeclared in all the fragment shaders in that
program that have a static use gl_FragCoord. All redeclarations of
gl_FragCoord in all fragment shaders in a single program must
have the same set of qualifiers."
This patch causes the shader link to fail if we have multiple fragment
shaders with conflicting layout qualifiers for gl_FragCoord.
V2: Restructure the code and add conditions to correctly handle the
following case:
fragment shader 1:
layout(origin_upper_left) in vec4 gl_FragCoord;
void main()
{
foo();
gl_FragColor = gl_FragData;
}
fragment shader 2:
layout(pixel_center_integer) in vec4 gl_FragCoord;
void foo()
{
}
V3:
Allow linking in the following case:
fragment shader 1:
void main()
{
foo();
gl_FragColor = gl_FragCoord;
}
fragment shader 2:
in vec4 gl_FragCoord;
void foo()
{
...
}
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Loop unrolling will need to know a few more options in the future.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that we pass in gl_shader_compiler_options, it makes sense to just
use options->MaxUnrollIterations, rather than passing a separate
parameter.
Half of the invocations already passed options->MaxUnrollIterations,
while the other half passed in a hardcoded value of 32.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
The next patch will introduce an optimization that only works when
integers are not represented as floating point values.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The next few patches will introduce an optimization that only works when
integers are not represented as floating point values.
v2: Re-word-wrap a line, as requested by Ian Romanick.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
While we want to be able to print to stdout for glsl_compiler, for
debugging drivers we want to be able to dump to stderr because that's
where other driver debug (like LIBGL_DEBUG) tends to go, and because some
apps actually close stdout to shut up their own messages (such as the X
Server, or NWN).
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds the necessary bits for both the API and the GLSL compiler.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Grab the parsed invocation count, check for consistency
during linking, and finally save the result in
gl_shader_program Geom.Invocations.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
We introduce a new merge_in_qualifier ast_type_qualifier
which allows specialized handling of merging input layout
qualifiers.
By merging layout qualifiers into state->in_qualifier, we
allow multiple input qualifiers. For example, the primitive
type can be specified specified separately from the
invocations count (ARB_gpu_shader5).
state->gs_input_prim_type is moved into state->in_qualifier->prim_type
state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.
v4:
* Merge with compute shader input layout qualifiers
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
v2: Document that the 3-element array MaxComputeWorkGroupCount is
indexed by dimension.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
v2: Document that the 3-element array MaxComputeWorkGroupSize is
indexed by dimension.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
OpenGL with ARB_ES2_compatibility allows shaders that specify #version
100.
This fixes the Khronos OpenGL test(Texture_Rectangle_Samplers_frag.test)
failure.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Previously the reason we needed is_array was because we used array_size == NULL to
represent both non-arrays and unsized arrays. Now that we use a non-NULL
array_specifier to represent an unsized array, is_array is redundant.
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Adds array specifier object to hold array information
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Most of the time it is not necessary to perform type inference to
compile GLSL; the type of every expression can be inferred from the
contents of the expression itself (and previous type declarations).
The exception is aggregate initializers: their type is determined by
the LHS of the variable being assigned to. For example, in the
statement:
mat2 foo = { { 1, 2 }, { 3, 4 } };
the type of { 1, 2 } is only known to be vec2 (as opposed to, say,
ivec2, uvec2, int[2], or a struct) because of the fact that the result
is being assigned to a mat2.
Previous to this patch, we handled this situation by doing some type
inference during parsing: when parsing a declaration like the one
above, we would call _mesa_set_aggregate_type(), which would infer the
type of each aggregate initializer and store it in the corresponding
ast_aggregate_initializer::constructor_type field. Since this
happened at parse time, we couldn't do the type inference using
glsl_type objects; we had to use ast_type_specifiers, which are much
more awkward to work with. Things are about to get more complicated
when we add support for ARB_arrays_of_arrays.
This patch simplifies things by postponing the call to
_mesa_set_aggregate_type() until ast-to-hir time, when we have access
to glsl_type objects. As a side benefit, we only need to have one
call to _mesa_set_aggregate_type() now, instead of six.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reduces vertex shader instruction counts in DOTA2 by 6.42%, L4D2 by
4.61%, and CS:GO by 5.71%.
total instructions in shared programs: 1500153 -> 1498191 (-0.13%)
instructions in affected programs: 59919 -> 57957 (-3.27%)
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This flag was really just a proxy for determining whether the backend
was vector (AOS) or scalar (SOA). It will be used to apply a future
optimization only for vector backends.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}]. In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.
With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:
find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
-o -iname '*.y' ')' -print0 | xargs -0 sed -i \
-e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
-e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
-e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'
Suggested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This reduces confusion since gl_shader::Type is sometimes
GL_SHADER_PROGRAM_MESA but is more frequently
GL_SHADER_{VERTEX,GEOMETRY,FRAGMENT}. It also has the advantage that
when switching on gl_shader::Stage, the compiler will alert if one of
the possible enum types is unhandled. Finally, many functions in
src/glsl (especially those dealing with linking) already use
gl_shader_stage to represent pipeline stages; using gl_shader::Stage
in those functions avoids the need for a conversion.
Note: in the process I changed _mesa_write_shader_to_file() so that if
it encounters an unexpected shader stage, it will use a file suffix of
"????" rather than "geom".
Reviewed-by: Brian Paul <brianp@vmware.com>
v2: Split from patch "mesa: Store gl_shader_stage enum in gl_shader objects."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:
- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:
- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string
In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".
Reviewed-by: Brian Paul <brianp@vmware.com>
Previously, _mesa_glsl_shader_target_name() had an overload for GLenum
and an overload for the gl_shader_type enum, each of which behaved
differently. However, since GLenum is a synonym for unsigned int, and
unsigned ints are often used in place of gl_shader_type (e.g. in loop
indices), there was a big risk of calling the wrong overload by
mistake. This patch gives the two overloads different names so that
it's always clear which one we mean to call.
Reviewed-by: Brian Paul <brianp@vmware.com>
Previously, we stored an array of up to 16 additional shaders to link,
as well as a count of how many each shader actually needed.
Since the built-in functions rewrite, all the built-ins are stored in a
single shader. So all we need is a boolean indicating whether a shader
needs to link against built-ins or not.
During linking, we can avoid creating the temporary array if none of the
shaders being linked need built-ins. Otherwise, it's simply a copy of
the array that has one additional element. This is much simpler.
This patch saves approximately 128 bytes of memory per gl_shader object.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This patch implements the common support code required for the
GL_ARB_sample_shading extension.
V2: Move GL_ARB_sample_shading to ARB extension list.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
Reviewed-by: Ken Graunke <kenneth@whitecape.org>
This only operates on constant/uniform values for now, because otherwise I'd
have to deal with killing my available CSE entries when assignments happen,
and getting even this working in the tree ir was painful enough.
As is, it has the following effect in shader-db:
total instructions in shared programs: 1524077 -> 1521964 (-0.14%)
instructions in affected programs: 50629 -> 48516 (-4.17%)
GAINED: 0
LOST: 0
And, for tropics, that accounts for most of the effect, the FPS
improvement is 11.67% +/- 0.72% (n=3).
v2: Use read_only field of the variable, manually check the lod_info union
members, use get_num_operands(), rename cse_operands_visitor to
is_cse_candidate_visitor, move all is-a-candidate logic to that
function, and call it before checking for CSE on a given rvalue, more
comments, use private keyword.
Reviewed-by: Paul Berry <stereotype441@gmail.com>