When we moved the bulk of glsl_type to C, these globals were
kept to avoid changes to compiler/glsl code in the MR. Now that
landed, change the code to use the actual bultins directly.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26658>
Instead of blatantly assuming with no assert that they're the same, add
a remap function. Also, be more careful about which enum we use where.
In the AST, we use GLenum and GL_FOO because we also need GL_ISOLINES.
When we translate to shader info, GS gets translated into mesa_prim
and tessellation gets translated into tess_primitive_mode which has
ISOLINES as a valid primitive value.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24821>
glsl_get_gl_type only accessed in src/compiler/glsl files, do not expose it
in libcompiler
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25879>
Because we are now doing the lowering in NIR we need to move the code
that sets the compact flag on some builtin vars out of the glsl to nir
pass.
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26001>
We have competent lowering in NIR already available.
Drivers exposing CAP_DOUBLES but not SHADER_CAP_DROUND:
- d3d12 (NIR lowers ~0 if the underlying impl doesn't do floats)
- svga (Now sets the NIR lowering options)
- softpipe (Doesn't do GL4 so you can't use doubles anyway)
- llvmpipe (Lowers dround_even in NIR and passees the rest through
successfully)
- zink (NIR lowers ~0 if the underlying impl doesn't do floats,
otherwise passes things through successfully, except needed
dround_even lowering to avoid lavapipe regression with
native doubles)
- r600 (sets NIR rounding lowering flags, and lowers all fsign)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25777>
Most drivers that can expose GL4 were claiming the cap anyway (llvmpipe,
softpipe, zink, iris, nvc0, radeonsi, r600, freedreno, d3d12), and just
doing lowering in NIR if nessary.
crocus was only claiming the cap for gen8, but the backend compiler
enables NIR lowering regardless.
svga is the only other GL4 driver that didn't set it, and we can just set
the NIR lowering flag.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25777>
Replaced by the new NIR pass.
i915g results:
total instructions in shared programs: 510678 -> 510714 (<.01%)
total temps in shared programs: 30429 -> 30426 (<.01%)
rv370 results:
total instructions in shared programs: 737649 -> 737656 (<.01%)
instructions in affected programs: 82 -> 89 (8.54%)
total temps in shared programs: 112093 -> 112094 (<.01%)
temps in affected programs: 6 -> 7 (16.67%)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24763>
The astc compute decode and lut creation code is copied
from https://github.com/Themaister/Granite/
Always set DECODE_8BIT idea is copied from
https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19886
v2: use astc glsl shader code (Chia-I Wu)
v3: fix 32bit compilation error (Christopher Snowhill)
v4: use pitch to copy in vk_create_fill_image_visible_mem() function
pass correct layer to decode_astc()
v5: use existing ASTCLutHolder (Chia-I Wu)
v6: use only staging buffer (Chia-I Wu)
use texel buffer for partition table (Chia-I Wu)
v7: use 2DArray for input and output
v8: check for == mem_property (Chia-I Wu)
do not use vk_common* functions (Chia-I Wu)
squash single buffer patch (Chia-I Wu)
fix for minTexelBufferOffsetAlignment (Chia-I Wu)
avoid wasting 4 slots (Chia-I Wu)
remove partition_tbl_mask (Chia-I Wu)
remove wrong bindings count (Chia-I Wu)
use binding names from glsl code (Chia-I Wu)
use ARRAY_SIZE (Chia-I Wu)
use VkFormat for getting partition table index (Chia-I Wu)
fix mutex lock (Chia-I Wu)
image layout should be based on function call (Chia-I Wu)
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE is wrong (Chia-I Wu)
add vk_texcompress_astc tag to helpder functions (Chia-I Wu)
remove write_desc_set_count (Chia-I Wu)
use desc_i++ (Chia-I Wu)
add assert for desc_i count at end (Chia-I Wu)
remove unused vk_create_map_texel_buffer() function (Chia-I Wu)
dynamically create the lut offset (Chia-I Wu)
offset not to pass as push contant (Chia-I Wu)
v9: use correct stoage and sampled flags (Chia-I Wu)
always pass single_buf_size (Chia-I Wu)
query drivers for minTexelBufferOffsetAlignment (Chia-I Wu)
remove blank lines (Chia-I Wu)
remove unnecessary if check in destroy (Chia-I Wu)
name label as unlock instead of fail and pass (Chia-I Wu)
use prog_glslang.found() (Chia-I Wu)
add offset,extent check to astc shader (Chia-I Wu)
v10: prog_glslang can be undefined in meson.build (Chia-I Wu)
v11: remove with_texcompress_astc and use required in find_program (Chia-I Wu)
v12: offset are aligned to blk size (Chia-I Wu)
v13: texel_blk_start should be under vulkan if check (Chia-I Wu)
dst image layout is always VK_IMAGE_LAYOUT_GENERAL (Chia-I Wu)
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24672>
This is mostly a direct port of the GLSL IR code there are only
2 real functional changes.
1. The direct use of mesa symbol_table instead of glsl_symbol_table.
However since none of the extra functionality offered by
glsl_symbol_table was ever used here this can be seen as an
improvement.
2. Because interface blocks are lowered before this new nir linker
sees them we must explicitly skip them (they are validated
elsewhere) to avoid errors.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25371>
In the linear allocation only the parent (context) can be used
to allocate new children, so let's use an opaque type to identify
the linear context. This is similar to what's done in GC allocator.
Update the documentation and a couple of function names to
refer to linear context instead of linear parent.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25280>
None of the callsites took advantage of this, so remove
the feature. This will help to a next change that will
add an opaque type to represent a linear parent.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25280>
The inc_compiler should come as part of idep_compiler, idep_nir or
idep_nir_headers dependency.
Acked-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> (v3dv)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25314>
That will make sure the include directories are passed on and also
make sure the generated headers are properly built before whoever code
depends on it. NIR dependency propagates that dependency too.
Since the right include directory is always propagated, we can remove
the extra "compiler/" prefix from the `#include`s in glsl_types.h.
Note: NIR has a special "header only" dependency, so include the
generated headers for compiler there too.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9843
Reviewed-by: Eric Engestrom <eric@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25314>
And fix all the errors it found.
Note that for the unsized array error, we will print the
toplevel type -- so that the fact that an inner array is
unsized can be seen.
Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25200>
Unlike for simpler types, struct types have a runtime cache, that's used to
ensure same type can be compared to same pointer. The existing code was bypassing
it, potentially breaking that invariant. One potential issue would be when
decoding/encoding types, the resulting type would be pointer-different than what
was stored.
This hasn't caused a visible issue, but the (incomplete) special handling for struct
builtins is in the way of other changes.
Change the code to use get_struct_instance(), and also only ever load those if the
parser need the types, since some of them are deprecated types that we might never
want to load.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25006>
We don't need to carry this value around, its only used a single time in
the linker. Instead simply extract it from gl_shader when we need it.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25105>
GLSL doesn't use that type. SPIR-V used for a while but later started
relying on its own data structures and stopped using it.
See ca62e849d3 ("nir/spirv: Stop using glsl_type for function types")
If we were ever to add this one again, would be better to have a way to
grab a key for lookup that did not require allocations, right now that's
needed to inject return type as the first element in params array.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25160>