Commit graph

325 commits

Author SHA1 Message Date
Pierre-Eric Pelloux-Prayer
b81ed32ba8 mesa: optimize _mesa_program_resource_location
- xxhash is faster than sha1.
- remove superfluous calls to strlen

Using SPECviewperf13 snx-03 first subtest and "perf -e cycles -g", perf report says:

 Before  | After  | Function
---------|--------|---------------
  47.39% | 47.36% | _mesa_CallList
   5.00% |  3.03% | _mesa_program_resource_location

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7078>
2020-12-08 10:10:47 +01:00
Louis-Francis Ratté-Boulianne
7dcb1d272f st/mesa: Replace UsesStreams by ActiveStreamMask for GS
Some drivers need to know which streams are used by a geometry
shader. Adding a mask of active streams makes the use of
UsesStreams superfluous as it's the equivalent of:

    ActiveStreamMask != (1 << 0)

Signed-off-by: Louis-Francis Ratté-Boulianne <lfrb@collabora.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5984>
2020-08-18 11:17:26 +00:00
Timothy Arceri
a34cc97ca3 glsl: when NIR linker enable use it to resize uniform arrays
Here we turn on uniform array resizing in the NIR linker and disable
the GLSL IR resizing pass when the NIR linker is enabled.

This will potentially make uniform arrays smaller due to NIR
optimising away more uniform uses.

Shader-db results (SKL):

total instructions in shared programs: 14947192 -> 14944093 (-0.02%)
instructions in affected programs: 138088 -> 134989 (-2.24%)
helped: 822
HURT: 4

total cycles in shared programs: 324868402 -> 324794597 (-0.02%)
cycles in affected programs: 3904170 -> 3830365 (-1.89%)
helped: 2333
HURT: 1485

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4910>
2020-06-03 10:34:22 +00:00
Pierre-Eric Pelloux-Prayer
679421628b glsl: add a is_implicit_initializer flag
Shared globals and glsl_zero_init can cause linker errors if the
variable is only initialized in 1 place.

This commit adds a flag to variables that have been implicitely
initialized to be able in this situation to keep the explicit
initialization value.

Without this change the global-single-initializer-2-shaders piglit
test fails when using glsl_zero_init.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
2020-05-05 12:26:02 +02:00
Erik Faye-Lund
8471f7a5fa compiler/glsl: explicitly store NumUniformBlocks
It's not great to use shader_info for this information, because it
might have gone through lowering of uniforms to UBOs, which can change
the number of UBOs. So let's make sure we know the size of the
UniformBlocks array from when the shader was linked instead.

Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4734>
2020-05-05 09:17:51 +00:00
Marek Olšák
ad5da3e63e mesa: replace GLenum target with gl_shader_stage in NewProgram
So that the GLSL compiler doesn't have to use the GLenum conversion
functions.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4756>
2020-04-27 12:49:53 +00:00
Dylan Baker
8e3696137f remove final imports.h and imports.c bits
This moves the fi_types to a new mesa_private.h and removes the
imports.c file. The vast majority of this patch is just removing
pound includes of imports.h and fixing up the recursive includes.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3024>
2020-04-21 11:09:04 -07:00
Timothy Arceri
95f555a93a st/glsl_to_nir: make use of nir linker for linking uniforms
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4395>
2020-04-21 01:57:34 +00:00
Ilia Mirkin
cc6661bfc8 glsl: add NV_viewport_array2 support
This enables gl_Layer/gl_ViewportIndex when the ext is enabled, as well
as adding the new gl_ViewportMask[] array and viewport_relative layout
qualifier for gl_Layer.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4529>
2020-04-15 20:12:00 -04:00
Marek Olšák
e5339fe4a4 Move compiler.h and imports.h/c from src/mesa/main into src/util
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4324>
2020-03-27 21:00:09 +00:00
Tapani Pälli
f7d1bf075a glsl: fix a memory leak with resource_set
==7265== 248 (120 direct, 128 indirect) bytes in 1 blocks are definitely lost in loss record 1,438 of 1,465
   ==7265==    at 0x483980B: malloc (vg_replace_malloc.c:309)
   ==7265==    by 0x598A2AB: ralloc_size (ralloc.c:119)
   ==7265==    by 0x598F861: _mesa_set_create (set.c:127)
   ==7265==    by 0x599079D: _mesa_pointer_set_create (set.c:570)
   ==7265==    by 0x58BD7D1: build_program_resource_list(gl_context*, gl_shader_program*, bool) (linker.cpp:4026)
   ==7265==    by 0x548231B: st_link_shader (st_glsl_to_ir.cpp:170)
   ==7265==    by 0x54DA269: _mesa_glsl_link_shader (ir_to_mesa.cpp:3119)

Fixes: a6aedc66 ("st/glsl_to_nir: use nir based program resource list builder")
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3574>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3574>
2020-02-13 07:47:33 +00:00
Kristian H. Kristensen
e3dfa8f4d6 glsl: Use 'using' to be explicit about visitor overloads
Clang has a warning about overloading virtuals that triggers when a
derived class defines a virtual function that's an overload of
function in the base class.  This kind of thing:

  struct chart; // let's pretend this exists
  struct Base
  {
      virtual void* get(char* e);
  };

  struct Derived: public Base {
      virtual void* get(chart* e); // typo, we wanted to override the same function
  };

The solution is to use

  using Base::get;

to be explicit about the intention to reuse the base class virtual.
We hit this a lot with out glsl ir_hierarchical_visitor visitor
pattern, so let's adds some 'using' to calm down the compiler.

See-also: https://stackoverflow.com/questions/18515183/c-overloaded-virtual-function-warning-by-clang)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3686>
2020-02-04 06:03:52 +00:00
Timothy Arceri
87e0dd68f5 glsl: call calculate_subroutine_compat() from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
726e8f24c6 glsl: move calculate_subroutine_compat() to shared linker code
We will make use of this in the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
c60d0bd92f glsl: call uniform resource checks from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
05c1f7a154 glsl: move uniform resource checks into the common linker code
We will call this from the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
b85985dd51 glsl: call check_subroutine_resources() from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
a6fd1c7752 glsl: move check_subroutine_resources() into the shared util code
We will make use of this in the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
3bd4bcd418 glsl: use nir version of check_image_resources() for nir linker
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 09:53:51 +11:00
Timothy Arceri
a853de0c95 glsl: use nir linker to link atomics
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 09:50:57 +11:00
Timothy Arceri
4caf3fc8df glsl: reorder link_and_validate_uniforms() calls
This is required for the following commit.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 08:39:34 +11:00
Timothy Arceri
a6aedc662e st/glsl_to_nir: use nir based program resource list builder
Here we use the NIR based builder to add everything to the resource
list execpt for SSO packed varyings. Since the details of those
varyings get lost during packing we leave the special handing to
the GLSL IR pass for now. In order to do this we add some bools
to the build resource list functions.

Using the NIR based resource list builder gets us a step closer to
using a native NIR based linker. It should also be faster than the
GLSL IR builder, one because the NIR optimisations should mean we
add less entries due to better optimisations, and two because nir
gives us better lists to work with and we don't need to walk the
entire IR to find the resources.

Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
1b1b436fa7 glsl: make use of active_shader_mask when building resource list
This allows us to avoid walking the entire IR looking for used
uniforms.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-12-05 13:18:30 +11:00
Timothy Arceri
50dc4b77f6 glsl: move calculate_array_size_and_stride() to link_uniforms.cpp
This is where all the other uniform values are populated so it
makes much more sense here. Moving it will also allow us to better
share code between the NIR and GLSL IR resource list builders.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-12-05 13:18:02 +11:00
Tapani Pälli
d61a21f439 glsl: handle max uniform limits with lower_const_arrays_to_uniforms
Fixes arb_tessellation_shader-large-uniforms Piglit test.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-11-28 14:11:46 +02:00
Caio Marcelo de Oliveira Filho
d4a3b09c4b glsl: Check earlier for MaxTextureImageUnits and MaxImageUniforms
Currently the linker do all the work then check for the limits, which
means num_textures and num_images in shader_info may have to store more
than the limit.  This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.

To fix this, pull the check before we set the counts in shader_info.
Add necessary plumbing to make sure we bail once those errors are
found.

Fixes: 84a1a2578d ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-11-11 10:58:40 -08:00
Caio Marcelo de Oliveira Filho
fce76ae769 glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks
Currently the linker do all the work then check for the limits, which
means num_ssbos and num_ubos in shader_info may have to store more
than the limit.  This breaks down now since shader_info was packed and
doesn't expect to store larger invalid values.

To fix this, pull the check before we set the counts in shader_info.
One drawback of this approach is that for some cases we might not see
the collected errors from various stages, but bail as soon as a stage
breaks the limits.

Fixes: 84a1a2578d ("compiler: pack shader_info from 160 bytes to 96 bytes")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-11-11 10:58:40 -08:00
Marek Olšák
9950523368 glsl/linker: pass shader_info to analyze_clip_cull_usage directly
This will be needed by the next commit.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-11-08 16:54:06 -05:00
Timothy Arceri
1961653c89 glsl: remove propagate_invariance() call from the linker
This was added in 586f4a42e7 and became redundant with 34ab9b0947

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-10-24 13:24:49 +11:00
Connor Abbott
2af431cf7f gallium: Plumb through a way to disable GLSL const lowering
For radeonsi, we will prefer the NIR pass as it'll generate better code
(some index calculation and a single load vs. a load, then index
calculation, then another load) and oftentimes NIR optimization can kick
in and make all the access indices constant.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-09-05 12:38:46 +02:00
Eric Engestrom
dffeaa55dd util: use standard name for snprintf()
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-07-19 22:39:38 +01:00
Neil Roberts
235425771c glsl/linker: Make precision matching optional in intrastage_match
This function is confusingly also used to match interstage interfaces
as well as intrastage. In the interstage case it needs to avoid
comparing the precisions. This patch adds a parameter to specify
whether to take the precision into account or not so that it can be
used for both cases.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-06-14 09:29:53 +02:00
Timothy Arceri
a482cf6ab2 glsl: simplify resource list building code
This greatly simplifies the code to calculate if we should add a
buffer to the resource list. This uses the spec rules and simple
math to decide if we should add the buffer rather than complex
string processing.

This patch refines a patch present in the ARB_gl_spriv merge
request for the NIR linker and applies it to the GLSL IR linker.
This is why we also move the function to the shared linker code,
because we will want to reuse the code for the NIR linker also.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-05-23 15:06:20 +10:00
Andres Gomez
42351c21bb glsl/linker: always validate explicit locations for first and last interfaces
Until now, we were only doing this when linking a SSO
program. However, nothing avoids linking a non SSO program which
doesn't have both a VS and FS. In those cases, we also need to report
the usual linking errors, if happening.

v2: Use a better name for the renamed function (Timothy).

Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-15 22:34:50 +00:00
Caio Marcelo de Oliveira Filho
3c5ddaeacd glsl: Parse and propagate derivative_group to shader_info
NV_compute_shader_derivatives allow selecting between two possible
arrangements (quads and linear) when calculating derivatives and
certain subgroup operations in case of Vulkan.  So parse and propagate
those up to shader_info.h.

v2: Do not fail when ARB_compute_variable_group_size is being used,
    since we are still clarifying what is the right thing to do here.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Danylo Piliaiev
ea9bde151f
glsl: Cross validate variable's invariance by explicit invariance only
'invariant' qualifier is propagated on variables which are used
to calculate other invariant variables, however when we are matching
variable's declarations we should take into account only explicitly
declared invariance because invariance propagation is an implementation
specific detail.

Thus new flag is added to ir_variable_data which indicates 'invariant'
qualifier being explicitly set in the shader.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100316
Fixes: 89b60492 ('glsl: Add a pass to propagate the "invariant" and
  "precise" qualifiers')

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2019-03-21 23:28:08 -07:00
Timothy Arceri
81ee2cd8ba glsl: rename is_record() -> is_struct()
Replace was done using:
find ./src -type f -exec sed -i -- \
's/is_record(/is_struct(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00
Alejandro Piñeiro
0629b2a462 nir, glsl: move pixel_center_integer/origin_upper_left to shader_info.fs
On GLSL that info is set as a layout qualifier when redeclaring
gl_FragCoord, so somehow tied to a specific variable. But in practice,
they behave as a global of the shader. On ARB programs they are set
using a global OPTION (defined at ARB_fragment_coord_conventions), and
on SPIR-V using ExecutionModes, that are also not tied specifically to
the builtin.

This patch moves that info from nir variable and ir variable to nir
shader and gl_program shader_info respectively, so the map is more
similar to SPIR-V, and ARB programs, instead of more similar to GLSL.

FWIW, shader_info.fs already had pixel_center_integer, so this change
also removes some redundancy. Also, as struct gl_program also includes
a shader_info, we removed gl_program::OriginUpperLeft and
PixelCenterInteger, as it would be superfluous.

This change was needed because recently spirv_to_nir changed the order
in which execution modes and variables are handled, so the variables
didn't get the correct values. Now the info is set on the shader
itself, and we don't need to go back to the builtin variable to set
it.

Fixes: e68871f6a ("spirv: Handle constants and types before execution
                   modes")

v2: (Jason)
   * glsl_to_nir: get the info before glsl_to_nir, while all the rest
     of the info gathering is happening
   * prog_to_nir: gather the info on a general info-gathering pass,
     not on variable setup.

v3: (Jason)
   * Squash with the patch that removes that info from ir variable
   * anv: assert that OriginUpperLeft is true. It should be already
     set by spirv_to_nir.
   * blorp: set origin_upper_left on its core "compile fragment
     shader", not just on some specific places (for this we added an
     helper on a previous patch).
   * prog_to_nir: no need to gather specifically this fragcoord modes
     as the full gl_program shader_info is copied.
   * spirv_to_nir: assert that we are a fragment shader when handling
     this execution modes.

v4: (reported by failing gitlab pipeline #18750)
   * state_tracker: update too due changes on ir.h/gl_program

v5:
   * blorp: minor change after change on previous patch
   * radeonsi: update due this change.

v6: (Timothy Arceri)
   * prog_to_nir: remove extra whitespace
   * shader_info: don't use :1 on origin_upper_left
   * glsl: program.fs.origin_upper_left/pixel_center_integer can be
     move out of the shader list loop
2019-02-21 11:47:59 +01:00
Caio Marcelo de Oliveira Filho
9fdded0cc3 src/compiler: use new hash table and set creation helpers
Replace calls to create hash tables and sets that use
_mesa_hash_pointer/_mesa_key_pointer_equal with the helpers
_mesa_pointer_hash_table_create() and _mesa_pointer_set_create().

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Eric Engestrom <eric@engestrom.ch>
2019-01-14 10:49:28 -08:00
Danylo Piliaiev
9f29d90327 glsl/linker: Fix unmatched TCS outputs being reduced to local variable
Always match TCS outputs since they are shared by all invocations
within the patch and should not be converted to local variables.

This is one of the issues found in Downward.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=104297
2019-01-09 10:31:13 +11:00
Andres Gomez
f0312cfa93 glsl/linker: complete documentation for assign_attribute_or_color_locations
Commit 27f1298b9d ("glsl/linker: validate attribute aliasing before optimizations")
forgot to complete the documentation.

Cc: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-01-04 09:04:31 +02:00
Tapani Pälli
27f1298b9d glsl/linker: validate attribute aliasing before optimizations
Patch does a 'dry run' of assign_attribute_or_color_locations before
optimizations to catch cases where we have aliasing of unused attributes
which is forbidden by the GLSL ES 3.x specifications.

We need to run this pass before unused attributes may be removed and with
attribute binding information from program, therefore we re-use existing
pass in linker rather than attempt to write another one.

This fixes WebGL2 test 'gl-bindAttribLocation-aliasing-inactive' and
Piglit test 'gles-3.0-attribute-aliasing'.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106833
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-10-31 14:53:47 +02:00
Vadym Shovkoplias
7d66eddbbd glsl/linker: Fix out variables linking during single stage
Since out variables are copied from shader objects instruction
streams to linked shader instruction steam it should be cloned
at first to keep source instruction steam unaltered.

Fixes: 966a797e43 ("glsl/linker: Link all out vars from a shader
objects on a single stage")

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
2018-10-30 10:19:17 +11:00
Vadym Shovkoplias
d2ea3d4a76 glsl/linker: Change the format of spec quotation
Also there is no "OpenGL ES Shading Language 4.00" spec,
so change it to GLSL 4.00 spec.

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-10-16 08:15:21 +03:00
Vadym Shovkoplias
5f0567a4f6 glsl/linker: Check the subroutine associated functions names
>From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification

    "A program will fail to compile or link if any shader
     or stage contains two or more functions with the same
     name if the name is associated with a subroutine type."

v2:
  - error out earlier (Tapani)
  - style fixes (Iago)

Fixes:
    * no-overloads.vert

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-10-04 17:41:19 +02:00
Vadym Shovkoplias
9b5c0c520f glsl/linker: Check the invariance of built-in special variables
From Section 4.6.4 (Invariance and Linkage) of the GLSL ES 1.0 specification

    "The invariance of varyings that are declared in both the vertex and
     fragment shaders must match. For the built-in special variables,
     gl_FragCoord can only be declared invariant if and only if
     gl_Position is declared invariant. Similarly gl_PointCoord can only
     be declared invariant if and only if gl_PointSize is declared
     invariant. It is an error to declare gl_FrontFacing as invariant.
     The invariance of gl_FrontFacing is the same as the invariance of
     gl_Position."

Fixes:
    * glsl-pcoord-invariant.shader_test
    * glsl-fcoord-invariant.shader_test
    * glsl-fface-invariant.shader_test

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107734
Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2018-09-12 11:43:21 +03:00
Dylan Baker
8396043f30 Replace uses of _mesa_bitcount with util_bitcount
and _mesa_bitcount_64 with util_bitcount_64. This fixes a build problem
in nir for platforms that don't have popcount or popcountll, such as
32bit msvc.

v2: - Fix additional uses of _mesa_bitcount added after this was
      originally written

Acked-by: Eric Engestrom <eric.engestrom@intel.com> (v1)
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2018-09-07 10:21:26 -07:00
vadym.shovkoplias
966a797e43 glsl/linker: Link all out vars from a shader objects on a single stage
During intra stage linking some out variables can be dropped because
it is not used in a shader with the main function. But these out vars
can be referenced on later stages which can lead to further linking
errors.

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105731
2018-08-29 20:03:56 +10:00
Andres Gomez
9d220fa950 glsl: use util_snprintf()
Instead of plain snprintf(). To fix the MSVC 2013 build.

Fixes: 6ff0c6f4eb ("gallium: move ddebug, noop, rbug, trace to auxiliary to improve build times")
Cc: Marek Olšák <marek.olsak@amd.com>
Cc: Brian Paul <brianp@vmware.com>
Cc: Roland Scheidegger <sroland@vmware.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2018-08-02 10:06:44 +03:00
Alejandro Piñeiro
b0712df6cf compiler/glsl: refactor empty_uniform_block utilities to linker_util
This includes:
  * Move the defition of empty_uniform_block to linker_util.h
  * Move find_empty_block (with a rename) to linker_util.h
  * Refactor some code at linker.cpp to a new method at linker_util.h
    (link_util_update_empty_uniform_locations)

So all that code could be used by the GLSL linker and the NIR linker
used for ARB_gl_spirv.

v2: include just "ir_uniform.h" (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-07-03 12:37:32 +02:00