I want to be able to read other fields.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Some passes may not refer to options->..., at which point the compiler
will warn about an unused variable. Just cast to void unconditionally
to shut it up.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Many shaders contain expression trees of the form:
const_1 * (value * const_2)
Reorganizing these to
(const_1 * const_2) * value
will allow constant folding to combine the constants. Sometimes, these
constants are 2 and 0.5, so we can remove a multiply altogether. Other
times, it can create more immediate constants, which can actually hurt.
Finding a good balance here is tricky. While much more could be done,
this simple patch seems to have a lot of positive benefit while having
a low downside.
shader-db results on Broadwell:
total instructions in shared programs: 8963768 -> 8961369 (-0.03%)
instructions in affected programs: 438318 -> 435919 (-0.55%)
helped: 1502
HURT: 245
total cycles in shared programs: 71527354 -> 71421516 (-0.15%)
cycles in affected programs: 11541788 -> 11435950 (-0.92%)
helped: 3445
HURT: 1224
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Instead of using an array indexed by SYSTEM_VALUE_x, just use a
switch statement. This fixes a regression caused by inserting new
SYSTEM_VALUE_ enums but not updating the mapping to TGSI semantics.
v2: fix a few switch statement mistakes for compute-related enums
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
These weren't added before because they are actually calculated values that
are computed from other inputs. However, in order to handle them in
nir_lower_system_values, it's nice for them to have a cannonical locaiton.
Reviewed-by: Rob Clark <robdclark@gmail.com>
In Vulkan, you have InstanceIndex which begins at the base instance value
rather than the zero-based InstanceID of GL.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Analogous to previous commit - improved readability at the expense of
an extra file.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Preserve the functionality while keeping the files smaller and
more readable.
v2: Do not include Makefile.sources from the GLSL makefile (silences
automake warnings)
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
No longer used as of last commit.
v2: Rebase.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
... in order to determine if we need bison/flex. Failing to locate the
files will lead to mandating bison/flex even when building from a
release tarball.
CC: "11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
It will allow us to remove the duplicate glsl/Makefile.sources.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
This reverts commit 41c7912d04 but leaves
out the pragma [that inspired the original commit].
Building mesa requires MSVC2013 or later, thus we no longer need this.
v2: Use correct include path (src/glsl/nir -> src/compiler/nir)
Conflicts:
src/gallium/auxiliary/Makefile.am
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Squash the printing doubles related patches into one patch (Sam).
v3:
- Print using PRIx64 format: long is 32-bit on some 32-bit platforms but long
long is basically always 64-bit (Jason).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2:
- Make the users to give the right bit_sizes as arguments (Jason).
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It will only end up getting exposed on gen8+ since it requires GL ES
3.1, but it should be ready to go on gen7 when support for GL ES 3.1 is
completed there.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Kenneth Graunke <kenneth@whitecape.org>
Consider the case of linking a program with both a vertex and fragment
shader. The VS may compute output varyings that are intended for
transform feedback, and not read by the fragment shader.
In this case, var->data.is_unmatched_generic_inout will be true,
but we still cannot eliminate the varyings. We need to also check
!var->data.is_xfb_only.
Fixes failures in ES31-CTS.gpu_shader5.fma_precision_*, which happen
to use transform feedback in a way we apparently hadn't seen before.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>