The foreach loop was called both in the else case and right after. The
indentation seems to indicate that the extra call was from a previous
version with an else section with out curly brackets.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
vtn_ssa_value() can produce variable loads, and the cursor might
be after a return statement, causing nir_builder assert failures
about not inserting instructions after a jump.
This fixes:
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_if
dEQP-VK.spirv_assembly.instruction.graphics.barrier.in_switch
Cc: "13.0 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Jason):
- Use nir_spirv_supported_extensions to check if the feature is enabled.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
So far, input_reads was a bitmap tracking which vertex input locations
were being used.
In OpenGL, an attribute bigger than a vec4 (like a dvec3 or dvec4)
consumes just one location, any other small attribute. So we mark the
proper bit in inputs_read, and also the same bit in double_inputs_read
if the attribute is a dvec3/dvec4.
But in Vulkan, this is slightly different: a dvec3/dvec4 attribute
consumes two locations, not just one. And hence two bits would be marked
in inputs_read for the same vertex input attribute.
To avoid handling two different situations in NIR, we just choose the
latest one: in OpenGL, when creating NIR from GLSL/IR, any dvec3/dvec4
vertex input attribute is marked with two bits in the inputs_read bitmap
(and also in the double_inputs_read), and following attributes are
adjusted accordingly.
As example, if in our GLSL/IR shader we have three attributes:
layout(location = 0) vec3 attr0;
layout(location = 1) dvec4 attr1;
layout(location = 2) dvec3 attr2;
then in our NIR shader we put attr0 in location 0, attr1 in locations 1
and 2, and attr2 in location 3 and 4.
Checking carefully, basically we are using slots rather than locations
in NIR.
When emitting the vertices, we do a inverse map to know the
corresponding location for each slot.
v2 (Jason):
- use two slots from inputs_read for dvec3/dvec4 NIR from GLSL/IR.
v3 (Jason):
- Fix commit log error.
- Use ladder ifs and fix braces.
- elements_double is divisible by 2, don't need DIV_ROUND_UP().
- Use if ladder instead of a switch.
- Add comment about hardware restriction in 64bit vertex attributes.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
SPIR-V does not have special opcodes for DF conversions. We need to identify
them by checking the bit size of the operand and the result.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This function returns the nir_op corresponding to the conversion between
the given nir_alu_type arguments.
This function lacks support for integer-based types with bit_size != 32
and for float16 conversion ops.
v2:
- Improve readiness of the code and delete cases that don't happen now (Jason)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
We need to pick two 32-bit values per component to perform the right shuffle operation.
v2 (Jason):
- Add assert to check matching bit sizes (Jason)
- Simplify the code to pick components (Jason)
v3:
- Switch on bit_size once (Jason)
- Add comment to explain the constant value for unused components (Erik)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
It feels weird using GL_* enums in a Vulkan driver.
v2: Fix the TESS_SPACING -> PIPE_TESS_SPACING conversion.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
I apparently broke mark_whole_variable in ir_set_program_inouts.
It was passing a type that wasn't var->type, so the wrapper didn't
work out. It's all broken, revert it and start over.
Fixes all kinds of things on other drivers.
Revert "glsl: Make is_fixed_function_array actually check for varyings."
This reverts commit 42699e1271.
Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*."
This reverts commit 5c580e64cc.
Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*."
This reverts commit 8b5749f65a.
Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper."
This reverts commit 6aa5cb34d0.
We can't check VARYING_SLOT_* locations until we've determined that
the variable is actually a varying.
Fixes assert failures in drivers which actually use this path,
such as radeonsi and i915.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=99314
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Marking operations as redundant if they are equal to the base
range is fine when the tree structure is something like this:
max
/ \
max b
/ \
3 max
/ \
3 a
But the opt falls apart with a tree like this:
max
/ \
max max
/ \ / \
3 a b 3
The problem is that both branches are treated the same: descending in
the left branch will prune the constant, and then descending the right
branch will prune the constant there as well, because limits[0] wasn't
updated to take the change on the left branch into account, and so we
still get [3,\infty) as baserange.
In order to fix the bug we just disable the marking of redundant expressions
when they match the baserange.
NIR algebraic opt will clean up the first tree for anyway, hopefully
other backends are smart enough to do this also.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Upcoming reworks in i965 are going to make it easy to handle this
like any other input. Having it as a system value will just require
additional code for no benefit.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
There's no point in trying to mark partial array access for
gl_ClipDistance, gl_TessLevelOuter, or gl_TessLevelInner - they're
special built-in variables that control fixed function hardware,
and will likely be used in an all-or-nothing fashion.
Since these arrays only occupy 1-2 varying slots, we have to avoid
our normal processing which increments the slot value by the array
index.
(I wrote this code before i965 switched from ir_set_program_inouts
to nir_shader_gather_info. It's not used by anyone today, and I'm
not sure how valuable it is...the alternative to GLSL IR lowering
is NIR compact arrays, at which point you should use nir_gather_info.)
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Right now, this shouldn't have any effect, as all drivers use
LowerClipDist and LowerTessFactors to turn the float[] arrays into
vectors.
However, it should help make it possible for drivers to avoid that
lowering.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This wraps glsl_type::count_attribute_slots(), but will soon contain a
couple of overrides for a couple of GLSL built-ins variables.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This will help allow us to simplify the handling of samplers by
storing them in a single location rather than duplicating them in
both gl_linked_shader and gl_program.
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that we create gl_program earlier there is no need to mess about
copying things to gl_linked_shader then to gl_program.
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that we have the is_arb_asm flag we can just skip the
initialisation.
V2: remove hack from standalone compiler where it was never
needed since it only compiles glsl shaders.
Reviewed-by: Eric Anholt <eric@anholt.net>
Set the flag via the _mesa_init_gl_program() and NewProgram()
helpers.
In i965 we currently check for the existance of gl_shader_program
to decide if this is an ARB assembly style program or not.
Adding a flag makes the code clearer and will help removes a
dependency on gl_shader_program in the i965 codegen functions.
Also this will allow use to skip initialising sampler units for
linked shaders, we currently memset it to zero again during linking.
Reviewed-by: Eric Anholt <eric@anholt.net>
Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Here we also remove the duplicate field in gl_linked_shader and always
get the value from shader_info instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Having it here rather than in gl_linked_shader allows us to simplify
the code.
Also it is error prone to depend on the gl_linked_shader for programs
in current use because a failed linking attempt will free infomation
about the current program. In i965 we could be trying to recompile
a shader variant but may have lost some required fields.
We drop the memset on ImageUnits because gl_program is already
created using rzalloc().
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>