Commit graph

724 commits

Author SHA1 Message Date
Rob Clark
63b7c6ffc8 glsl: add driconf to zero-init unintialized vars
Some games are sloppy.. perhaps because it is defined behavior for DX or
perhaps because nv blob driver defaults things to zero.

So add driconf param to force uninitialized variables to default to zero.

This issue was observed with rust, from steam store.  But has surfaced
elsewhere in the past.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit f78a6b1ce3)
2016-07-07 16:12:33 +01:00
Kenneth Graunke
6d47c3eb4e glsl: Ignore ir_texture in lower_const_arrays_to_uniforms.
The only part of an ir_texture which can be an array is the
offsets array in textureGatherOffsets() calls.  We don't want
to lower those, because they're required to remain constants.

Fixes textureGatherOffsets with Gallium drivers such as llvmpipe,
which commit ef78df8d3b regressed.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
(cherry picked from commit a36a73a7b8)
2016-07-07 16:12:31 +01:00
Kenneth Graunke
d7ea3eada7 glsl: Don't constant propagate arrays.
Constant propagation on arrays doesn't make a lot of sense.  If the
array is only accessed with constant indexes, then opt_array_splitting
would split it up.  Otherwise, we have variable indexing.  If there's
multiple accesses, then constant propagation would end up replicating
the data.

The lower_const_arrays_to_uniforms pass creates uniforms for each
ir_constant with array type that it encounters.  This means that it
creates redundant uniforms for each copy of the constant, which means
uploading too much data.  It can even mean exceeding the maximum number
of uniform components, causing link failures.

We could try and teach the pass to de-duplicate the data by hashing
constants, but it makes more sense to avoid duplicating it in the first
place.  We should promote constant arrays to uniforms, then propagate
the uniform access.

Fixes the TressFX shaders from Tomb Raider, which exceeded the maximum
number of uniform components by a huge margin and failed to link.

On Broadwell:

total instructions in shared programs: 9067702 -> 9068202 (0.01%)
instructions in affected programs: 10335 -> 10835 (4.84%)
helped: 10 (Hoard, Shadow of Mordor, Amnesia: The Dark Descent)
HURT: 20 (Natural Selection 2)

loops in affected programs: 4 -> 0

The hurt programs appear to no longer have a constarray uniform, as
all constants were successfully propagated.  Apparently before this
patch, we successfully unrolled a loop containing array access, but
only after promoting constant arrays to uniforms.  With this patch,
we unroll it first, so all array access is direct, and the array
is split up, and individual constants are propagated.  This seems
better.

Cc: mesa-stable@lists.freedesktop.org
Reported-by: Karol Herbst <nouveau@karolherbst.de>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit fb857b5eea)
2016-06-24 21:26:39 +01:00
Kenneth Graunke
0af4f5c1ba glsl: Make lower_const_arrays_to_uniforms work directly on constants.
There's really no point in looking at ir_dereference_array of a
constant.  It also misses cases like:

  (assign () (var_ref tmp) (constant (array ...) ...))

No changes in shader-db, but keeps it working after the next commit.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit ef78df8d3b)
2016-06-24 21:25:50 +01:00
Kenneth Graunke
32bb867118 glsl: Propagate invariant/precise after lowering const arrays.
The new uniform may need precise as well.

Fixes copy propagation of constant array uniforms in Tomb Raider shaders.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 586f4a42e7)
2016-06-24 21:24:09 +01:00
Kenneth Graunke
60b5ba557e glsl: Split arrays even in the presence of whole-array copies.
Previously, we failed to split constant arrays.  Code such as

   int[2] numbers = int[](1, 2);

would generates a whole-array assignment:

  (assign () (var_ref numbers)
             (constant (array int 4) (constant int 1) (constant int 2)))

opt_array_splitting generally tried to visit ir_dereference_array nodes,
and avoid recursing into the inner ir_dereference_variable.  So if it
ever saw a ir_dereference_variable, it assumed this was a whole-array
read and bailed.  However, in the above case, there's no array deref,
and we can totally handle it - we just have to "unroll" the assignment,
creating assignments for each element.

This was mitigated by the fact that we constant propagate whole arrays,
so a dereference of a single component would usually get the desired
single value anyway.  However, I plan to stop doing that shortly;
early experiments with disabling constant propagation of arrays
revealed this shortcoming.

This patch causes some arrays in Gl32GSCloth's geometry shaders to be
split, which allows other optimizations to eliminate unused GS inputs.
The VS then doesn't have to write them, which eliminates the entire VS
(5 -> 2 instructions).  It still renders correctly.

No other change in shader-db.

v2: Drop !AOA check and improve a comment (feedback from Tim Arceri).

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit c264fdbc07)
2016-06-24 21:23:20 +01:00
Kenneth Graunke
9013f56bb7 glsl: Make constant propagation's folder not propagate into an LHS.
opt_constant_propagation.cpp contains constant folding code which can
actually do constant propagation in some cases.  It was happily
propagating constants into the left-hand-side of assignments.

For example,

   (assign () (var_ref temp) (constant ...))

would brilliantly be turned into:

   (assign () (constant ...) (constant ....))

This is a bigger hammer than necessary - it prevents propagation
into the left-hand-side altogether.  We could certainly do better
someday.  Notably, the constant propagation pass itself already
takes this approach - it's just the constant propagation pass's
built-in constant folding code (which actually propagates, too)
that was broken.

No change in shader-db, but prevents regressions after future commits.
It seems plausible that this could be hit today, but I haven't seen it
happen.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit acf5444044)
2016-06-24 21:22:31 +01:00
Ilia Mirkin
abfed13bf4 glsl: only match gl_FragData and not gl_SecondaryFragDataEXT
There's special logic around finding gl_FragData. It latches onto any
array with FRAG_RESULT_DATA0. However gl_SecondaryFragDataEXT[], added
by GL_EXT_blend_func_extended, fits those parameters as well. The real
frag data array should have index 0 though, so we can use that to
distinguish them.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96617
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "11.1 11.2 12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
(cherry picked from commit 36ed1b695e)
2016-06-24 20:25:10 +01:00
Jason Ekstrand
b2fe134064 spirv: Use the system value version of gl_FrontFace
SPIR-V treats it as an input but NIR wants the system value.  This
shouldn't have been too much of a surprise given that we have to do the
same conversion in the GLSL IR to NIR pass.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 295e03c980)
2016-06-24 20:03:46 +01:00
Jason Ekstrand
77f241bd37 nir/alu_to_scalar: Respect the exact ALU operation qualifier
Just setting builder->exact isn't sufficient because that only applies to
instructions that are built with the builder but instructions created
manually and only inserted using the builder are left alone.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit bec07b7292)
2016-06-21 11:41:49 +01:00
Jason Ekstrand
deedb368de nir: Add a pass for propagating invariant decorations
This pass is similar to propagate_invariance in the GLSL compiler.  The
real "output" of this pass is that any algebraic operations which are
eventually consumed by an invariant variable get marked as "exact".

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 202751fbb7)
2016-06-21 11:37:37 +01:00
Jason Ekstrand
bac23b13eb nir/algebraic: Remove imprecise flog2 optimizations
While mathematically correct, these two optimizations result in an
expression with substantially lower precision than the original.  For any
positive finite floating-point value, log2(x) is well-defined and finite.
More precisely, it is in the range [-150, 150] so any sum of logarithms
log2(a) + log2(b) is also well-defined and finite as long as a and b are
both positive and finite.  However, if a and b are either very small or
very large, their product may get flushed to infinity or zero causing
log2(a * b) to be nowhere close to log2(a) + log2(b).

This imprecision was causing incorrect rendering in Talos Principal because
part of its HDR rendering process involves doing 8 texture operations,
clamping the result to [0, 65000], taking a dot-product with a constant,
and then taking the log2.  This is done 6 or 8 times and summed to produce
the final result which is written to a red texture.  In cases where you
have a region of the screen that is very dark, it can end up getting a
result value of -inf which is not what is intended.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96425
Cc: "11.1 11.2 12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 68e308d853)
2016-06-21 11:36:08 +01:00
Ian Romanick
6572273631 glsl: Always strip arrayness in precision_qualifier_allowed
Previously some callers of precision_qualifier_allowed would strip the
arrayness from the type and some would not.  As a result, some places
would not notice that float[6], for example, needed a precision
qualifier.

Fixes the new piglit test no-default-float-array-precision.frag.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Cc: Gregory Hainaut <gregory.hainaut@gmail.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 9c87282041)
2016-06-17 14:38:08 +01:00
Kenneth Graunke
286ed3aff0 glsl: Optionally lower TCS gl_PatchVerticesIn to a uniform.
i965 has no special hardware for this, so the best way to implement
this is to pass it in via a uniform.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 2b867264d2)
2016-06-17 14:28:44 +01:00
Kenneth Graunke
b7e91a0421 glsl: Optionally lower TES gl_PatchVerticesIn to a uniform.
i965 has no special hardware for this, so we need to pass this value in
as a uniform (unless the TES is linked against a TCS, in which case the
linker can just replace this with a constant).

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: mesa-stable@lists.freedesktop.org
(cherry picked from commit 0be2105137)
2016-06-17 14:19:26 +01:00
Timothy Arceri
883a1b3bd2 glsl: make sure UBO arrays are sized in ES
This check was removed in 5b2675093e add it back in.

Reviewed-by: Dave Airlie <airlied@redhat.com>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
https://bugs.freedesktop.org/show_bug.cgi?id=96349
(cherry picked from commit b010fa8567)
2016-06-15 09:29:13 +01:00
Dave Airlie
fc0a469e4c glsl: geom shader max_vertices layout must match.
From GLSL 4.5 spec, "4.4.2.3 Geometry Outputs".
"all geometry shader output vertex count declarations in a
program must declare the same count."

Fixes:
GL45-CTS.geometry_shader.output.conflicted_output_vertices_max

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 4c86399378)
2016-06-14 15:48:38 +01:00
Dave Airlie
89bc5f9a90 glsl: for anonymous struct matching use without_array() (v3)
With tessellation shaders we can have cases where we have
arrays of anon structs, so make sure we match using without_array().

Fixes:
GL45-CTS.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_in

v2:
test lengths match as well (Ilia)
v3:
descend array lengths to check for matches as well (Ilia)

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 1f66a4b689)
2016-06-14 15:48:37 +01:00
Dave Airlie
09f48203c5 glsl/ast: don't crash when func_name is NULL
This fixes a crash in
GL43-CTS.shader_subroutine.subroutines_not_allowed_as_variables_constructors_and_argument_or_return_types

If we can't find the func_name in one of these paths,
we have emitted an earlier error so just return here.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 6702c15810)
2016-06-14 15:48:37 +01:00
Dave Airlie
997bcc45ec glsl: handle ast_aggregate in has_sequence_subexpression. (v2)
GL43-CTS.compute_shader.work-group-size does
uniform uint g_uniform[gl_WorkGroupSize.z + 20] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24 };

The initializer triggers the GLSL 4.30/GLES3 tests
for constant sequence subexpressions, so it doesn't
happen unless you are using those, so just return
false as this path is now reachable.

v2: update commit msg with diagnosis
Acked-by: Timothy Arceri <timothy.arceri@collabora.com>
Cc: "11.2 12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 4336196b7f)
2016-06-14 15:48:37 +01:00
Jason Ekstrand
5ca18b6a4b nir/spirv: Make a decoration switch complete
Getting rid of the default case makes the compiler warn if we are missing
cases.  While we're here, we also add the one missing case.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 526a8de22d)
2016-06-14 15:48:36 +01:00
Jason Ekstrand
bb4ff53a71 nir/spirv: Make unhandled decorations and capabilities non-fatal
glslang frequently throw bogus decorations into shaders.  While we are free
to assert-fail, it's a bit nicer to the application to just warn.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 62c6e94bd6)
2016-06-14 15:48:36 +01:00
Jason Ekstrand
d5dc87a1ef nir/spirv: Add a way to print non-fatal warnings
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit ed14d21d04)
2016-06-14 15:48:36 +01:00
Jason Ekstrand
85579221a4 nir/spirv: Add string lookup tables for a couple of SPIR-V enums
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 2e46a5d155)
2016-06-14 15:48:36 +01:00
Jason Ekstrand
6eb39fa255 nir/spirv: Complete the list of capabilities
Previously we supported a subset of capabilities and just left a default
case for the others.  It's time to stop being lazy and actually audit the
capabilities.  This should bring them up-to-date with reality.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 5a1e56f344)
2016-06-14 15:48:36 +01:00
Jason Ekstrand
09b2be7a51 nir/spirv: Handle the WorkgroupSize builtin decoration
This fixes the 7 dEQP-VK.pipeline.spec_constant.compute.local_size.* tests
in the latest dev version of the Vulkan CTS.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 1f7b54ed29)
2016-06-14 15:48:35 +01:00
Jason Ekstrand
6efd37f30d nir/spirv: Use breaks instead of returns in constant handling
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit b26cdd65e8)
2016-06-14 15:48:35 +01:00
Jason Ekstrand
07f5e621cf nir/lower_indirect_derefs: Use the direct array deref for recursion
This fixes about 100 of the new Vulkan CTS tests.

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 45542f554c)
2016-06-14 15:48:35 +01:00
Mauro Rossi
702a1121c9 android: libmesa_glsl: add a dependency on libmesa_nir static
Fixes the following building error:

target  C++: libmesa_glsl <= external/mesa/src/compiler/glsl/glsl_to_nir.cpp
In file included from external/mesa/src/compiler/glsl/glsl_to_nir.h:28:0,
                 from external/mesa/src/compiler/glsl/glsl_to_nir.cpp:28:
external/mesa/src/compiler/nir/nir.h:42:25: fatal error: nir_opcodes.h: No such file or directory
compilation terminated.
build/core/binary.mk:432: recipe for target 'out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_glsl_intermediates/glsl/glsl_to_nir.o' failed
make: *** [out/target/product/x86/obj/STATIC_LIBRARIES/libmesa_glsl_intermediates/glsl/glsl_to_nir.o] Error 1
make: *** Waiting for unfinished jobs....

Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
(cherry picked from commit 4143245c23)
2016-06-02 22:35:29 +01:00
Jordan Justen
169b700dfd i965: Add nir channel_num system value
v2:
 * simd16/32 fixes (curro)

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
(cherry picked from commit 8f48d23e0f)
2016-06-02 13:48:20 +01:00
Jordan Justen
33e985f8b9 nir: Make lowering gl_LocalInvocationIndex optional
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
(cherry picked from commit 6f316c9d86)
2016-06-02 13:45:29 +01:00
Jordan Justen
c9de6190a0 glsl: Add glsl LowerCsDerivedVariables option
v2:
 * Move lower flag to context constants. (Ken)

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
(cherry picked from commit 7b9def3583)
2016-06-02 13:38:06 +01:00
Dave Airlie
d1cf18497a glsl/distance: make sure we use clip dist varying slot for lowered var.
When lowering, we always want to use the clip dist varying.

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 8d4f4adfbd)
2016-06-02 13:36:45 +01:00
Ian Romanick
0e54eebeed glsl: Use Geom.VerticesOut == -1 to specify unset
Because apparently layout(max_vertices=0) is a thing.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit a428c955ce)
2016-06-02 13:35:18 +01:00
Ilia Mirkin
b265796c79 nir: allow sat on all float destination types
With the introduction of fp64 and fp16 to nir, there are now a bunch of
float types running around. A F1 2015 shader ends up with an i2f.sat
operation, which has a nir_type_float32 destination. Allow sat on all
the float destination types.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
(cherry picked from commit ca135a2612)
2016-06-02 13:32:52 +01:00
Dave Airlie
915cc490d7 glsl: define some GLES3 constants in GLSL 4.1
The GLSL 4.1 spec adds:
gl_MaxVertexUniformVectors
gl_MaxFragmentUniformVectors
gl_MaxVaryingVectors

This fixes:
GL45-CTS.gtf31.GL3Tests.uniform_buffer_object.uniform_buffer_object_build_in_constants

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0 11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 0ebf4257a3)
2016-06-02 13:30:24 +01:00
Dave Airlie
64015c03bb glsl/linker: fix multiple streams transform feedback.
e2791b38b4
mesa/program_interface_query: fix transform feedback varyings.

caused a regression in
GL45-CTS.gtf40.GL3Tests.transform_feedback3.transform_feedback3_multiple_streams
on radeonsi.

The problem was it was using the skip components varying to set
the stream id, when it should wait until a varying was written,
this just adds the varying checks in the right place.

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 1fe7bbb911)
2016-06-02 13:25:59 +01:00
Timothy Arceri
b2b7f05da6 Revert "glsl: fix xfb_offset unsized array validation"
This reverts commit aac90ba292.

The commit caused a regression in:
piglit.spec.glsl-1_50.compiler.gs-input-nonarray-named-block.geom

Also the CTS test it was meant to fix seems like it may be bogus.

Cc: "12.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 98d40b4d11)
2016-06-02 13:21:36 +01:00
Dave Airlie
d3c92267e0 glsl/images: bounds check image unit assignment
The CTS test:
GL45-CTS.multi_bind.dispatch_bind_image_textures
binds 192 image uniforms, we reject this later,
but not until after we trash the contents of the
struct gl_shader.

Error now reads:
Too many compute shader image uniforms (192 > 16)
instead of
Too many compute shader image uniforms (2745344416 > 16)

Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit f87352d769)
2016-06-02 13:10:50 +01:00
Emil Velikov
a43a368457 nir: add the SConscript.nir to the tarball
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
(cherry picked from commit 922b471777)
2016-05-30 19:20:33 +01:00
Timothy Arceri
aac90ba292 glsl: fix xfb_offset unsized array validation
This partially fixes CTS test:
GL44-CTS.enhanced_layouts.xfb_get_program_resource_api

The test now fails at a tes evaluation shader with unsized output arrays.

The ARB_enhanced_layouts spec says:

   "It is a compile-time error to apply xfb_offset to the declaration of an
   unsized array."

So this seems like a bug in the CTS.

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-05-30 15:11:47 +10:00
Timothy Arceri
87fb5aa3e7 glsl: dont crash when attempting to assign a value to a builtin define
For example GL_ARB_enhanced_layouts = 3;

Fixes:
GL44-CTS.enhanced_layouts.glsl_contant_immutablity

Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-05-30 12:47:58 +10:00
Dave Airlie
e2791b38b4 mesa/program_interface_query: fix transform feedback varyings.
The spec says gl_NextBuffer and gl_SkipComponents need to be
returned to userspace in the program interface queries.

We currently throw those away, this requires a complete piglit
run to make sure no drivers fallover due to the extra varyings.

This fixes:
GL45-CTS.program_interface_query.transform-feedback-built-in

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-30 11:26:50 +10:00
Dave Airlie
6effdce92e glsl/ast: subroutineTypes can't be returned from functions.
These types can't be returned.

This fixes:
GL43-CTS.shader_subroutine.subroutines_not_allowed_as_variables_constructors_and_argument_or_return_types
for the return type case.

Reviewed-by: Chris Forbes <chrisforbes@google.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-30 11:25:30 +10:00
Timothy Arceri
db2a35193f glsl: use has_double() helper
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-05-30 11:01:40 +10:00
Timothy Arceri
8f4ac20b6f glsl: fix explicit uniform block alignment
This stops the offset being bumped again when and an explicit
alignment has already been applied.

Fixes alignment issues in:
GL44-CTS.enhanced_layouts.uniform_block_alignment

Note the test still fails due to unrelated issues with doubles.

Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-05-30 11:01:32 +10:00
Dave Airlie
c44513a1f3 glsl/linker: call link_uniform blocks on linked shader.
The old code called this on the prelinked shader list,
but at this point we have the linked shader, so we should
call the interface on that alone.

This fixes a regression in:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.13
introduced in
5b2675093e
glsl: handle implicit sized arrays in ssbo

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96228
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reported-by: Mark James
Signed-off-by: Dave Airlie <airlied@redhat.com>
2016-05-28 05:35:53 +10:00
Jason Ekstrand
0482efdc93 nir/inline: Also rewrite param derefs for texture instructions
Without this, samplers get left hanging as derefs to variables that don't
actually exist.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2016-05-27 10:28:27 -07:00
Jason Ekstrand
2522180845 nir/inline: Break the guts of rewrite_param-derefs into a helper
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2016-05-27 10:28:27 -07:00
Jason Ekstrand
d19c406395 nir/inline: Make the rewrite_param_derefs helper work on instructions
Now that we have the better nir_foreach_block macro, there's no reason to
use the archaic block version for everything.

Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
2016-05-27 10:28:27 -07:00