This is purely for conformance, since it's not actually possible to do
XFB on TCS output varyings. However we do have to make sure we record
the names correctly, and this removes an extra level of array-ness from
the names in question.
Fixes KHR-GL45.tessellation_shader.single.xfb_captures_data_from_correct_stage
v2: Add comment to the new program_resource_visitor::process function.
(Ilia Mirkin)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108457
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: 19.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
The GLSL spec allows you to set both the "readonly" and "writeonly"
qualifiers on images to indicate that it can only be used with
imageSize. However, we had no way of representing this int he linked
shader and flagged it as GL_READ_ONLY. This is good from a "does it use
this buffer?" perspective but not from a format and access lowering
perspective. By using GL_NONE for if "readonly" and "writeonly" are
both set, we can detect this case in the driver and handle it correctly.
Nothing currently relies on the type of surface in the "readonly" +
"writeonly" case but that's about to change. i965 is the only drier
which uses the ImageAccess field and gl_bindless_image::access is
currently unused.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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>
- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <brianp@vmware.com>
The ARB_get_program_binary extension requires that uniform values in a
program be restored to their initial value just after linking.
This patch saves off the initial values just after linking. When the
program is restored by glProgramBinary, we can use this to copy the
initial value of uniforms into UniformDataSlots.
V2 (Timothy Arceri):
- Store UniformDataDefaults only when serializing GLSL as this
is what we want for both disk cache and ARB_get_program_binary.
This saves us having to come back later and reset the Uniforms
on program binary restores.
Signed-off-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> (v1)
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This turned out to be a dead end, it is much easier and less error
prone to just cache the IR used by the drivers backend e.g. TGSI or
NIR.
Cc: "17.2 17.3" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The functionality is used by glsl and mesa. With the latter already
depending on the former.
With this in place the src/util/ static library libmesautil.la no longer
has a C++ dependency. Thus objects which use it (like libEGL) don't need
the C++ link.
Cc: "17.2" <mesa-stable@lists.freedesktop.org>
Fixes: 02cc359372 ("egl/wayland: Use linux-dmabuf interface for buffers")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101851
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Suggested-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Tested-by: Mike Lothian <mike@fireburn.co.uk>
Tested-by: James Harvey <lothmordor@gmail.com>
Here we also make use of the UseSTD430AsDefaultPacking constant
and call the new get_internal_ifc_packing() helper.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
for finer granularity state flagging
v2: Marek - use a bitmask, add shader cache support
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bindless sampler/image handles are represented using 64-bit
unsigned integers.
The ARB_bindless_texture spec says:
"The error INVALID_OPERATION is generated by UniformHandleui64{v}ARB
if the sampler or image uniform being updated has the "bound_sampler"
or "bound_image" layout qualifier"."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
ARB_bindless_texture allows images to be declared inside
structures. This is similar to samplers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
In order to sort indices for images inside a struct array we
need to do something similar to samplers.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
From section 2.14.8 of the ARB_bindless_texture spec:
"(modify second paragraph, p. 126) ... against the
MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Samplers accessed
using texture handles (section 3.9.X) are not counted against
this limit."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
It doesn't make sense to prefix them with 'image' because
they are called "Memory Qualifiers" and they can be applied
to members of storage buffer blocks.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
This function is actually a wrapper for component_slots()
and it always returns 1 (or N) for samplers. Since
component_slots() now return 1 for samplers, it can go.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Here we skip the recreation of uniform storage if we are relinking
after a cache miss. This is improtant because uniform values may
have already been set by the application and we don't want to reset
them.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
The `end+1` skips the ']', whereas the `strlen+1` includes the final
'\0' in the move to terminate the string.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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 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>
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>
This will allow us to store gl_program rather than gl_shader_program
as the current program perstage which allows us to simplify code
that makes use of the CurrentProgram list.
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that information about which array-of-arrays elements are accessed
is tracked, use that information to only mark an instance array element
as used-by-stage if, in fact, it is.
Fixes GL45-CTS.program_interface_query.uniform-block-types.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Very soon this visitor will get more complicated. The users of the
existing ir_variable_refcount visitor won't need the coming
functionality, and this use doesn't need much of the functionality of
ir_variable_refcount.
v2: ir_array_refcount_visitor::get_variable_entry cannot return NULL, so
don't check it. Suggested by Timothy.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Here we just move initialisation of entries to where it is needed i.e.
outside the loop and after the continue checks.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>