This function is equivalent to the linker.cpp
build_program_resource_list() but will extract the resources from NIR
shaders instead.
For now, only uniforms and program inputs are implemented.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: remove support for inputs, that is still WIP (spotted by Timothy
Arceri)
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
So it could be used by the GLSL and NIR linker.
v2: (Timothy Arceri)
* Moved from compiler to compiler/glsl
* Method renamed to link_util_add_program_resource
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This is based on link_uniform_initializers.cpp.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the gl_linked_shaders of a
program.
This patch includes initial support for linking uniforms from NIR
shaders. It is tailored for the ARB_gl_spirv needs, and it is far from
complete, but it should handle most cases of uniforms, array
uniforms, structs, samplers and images.
There are some FIXMEs related to specific features that will be
implemented in following patches, like atomic counters, UBOs and
SSBOs.
Also, note that ARB_gl_spirv makes mandatory explicit location for
normal uniforms, so this code only handles uniforms with explicit
location. But there are cases, like uniform atomic counters, that
doesn't have a location from the OpenGL point of view (they have a
binding), but that Mesa assign internally a location. That will be
handled on following patches.
A nir_linker.h file is also added. More NIR-linking related API will
be added in subsequent patches and those will include stuff from Mesa,
so reusing nir.h didn't seem a good idea.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: sets var->driver.location if the uniform was found from a previous
stage (Neil Roberts).
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Linker utilities common to the GLSL IR and NIR linker (the latter to
be used for ARB_gl_spirv).
We need to move it to a new header as the NIR linker doesn't need to
know about ir_variable, and others, included at linker.h.
v2: move from src/compiler to src/compiler/glsl (Timothy Arceri)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Vulkan has the concept of separate image and sampler objects in the
SPIR-V code whereas GL conflates them into one. nir_lower_samplers
contains an assert to verify that sampler operand is not being set on
the nir instruction. However when the code comes from spirv_to_nir the
sampler operand is always set. GL_arb_gl_spirv explicitly states that
OpTypeSampler is not supported so it retains the GL behaviour of not
being able to seperate them. Therefore the sampler will always be the
same as the texture. This GL version of the lowering code ignores
instr->sampler and sets instr->sampler_index to the same value as
instr->texture_index. Some other places in the code (such as in
nir_print) assume that once the instruction is lowered then both
instr->texture and instr->sampler will be NULL, so to keep this
behaviour we now set instr->sampler to NULL after ignoring it to fill
in instr->sampler_index.
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This is copied from the corresponding value in ir_variable. The
intention is to eventually use it in a pure-NIR linker.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
With the recent rework of converting the shell script to a python one
the check for actual tests was dropped.
Bring that back, since it was explicitly added considering we had a ~2
year period, during which the tests were not run.
v2: use raise Exception() over print() & return false (Dylan)
Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Bring back the "detection" of the said variables, to allow
standalone execution.
Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
As of recently both of these have been reworked so they invoke a python
script. At the same time the latter can be executed with the combined
arguments of both scripts.
AKA we no longer need to have them separate.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
The prog->Shaders[i]->IsES check was accidentally removed causing
ES linking rules to be applied to desktop GLSL.
Fixes: 725b1a406d ("mesa/util: add allow_glsl_relaxed_es driconfig override")
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Since SSBOs can be written by a different GPU thread, copy propagating a
read can cause the value to magically change. SSBO reads are also very
expensive, so doing it twice will be slower.
The same shader was helped by this patch and the previous.
Haswell, Broadwell, and Skylake had similar results. (Skylake shown)
total instructions in shared programs: 14399119 -> 14399113 (<.01%)
instructions in affected programs: 683 -> 677 (-0.88%)
helped: 1
HURT: 0
total cycles in shared programs: 532973113 -> 532971865 (<.01%)
cycles in affected programs: 524666 -> 523418 (-0.24%)
helped: 1
HURT: 0
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
Since SSBOs can be written by other GPU threads, copy propagating a read
can cause the value to magically change. SSBO reads are also very
expensive, so doing it twice will be slower.
Haswell, Broadwell, and Skylake had similar results. (Skylake shown)
total instructions in shared programs: 14399120 -> 14399119 (<.01%)
instructions in affected programs: 684 -> 683 (-0.15%)
helped: 1
HURT: 0
total cycles in shared programs: 532978931 -> 532973113 (<.01%)
cycles in affected programs: 530484 -> 524666 (-1.10%)
helped: 1
HURT: 0
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
GLSL 4.60 offically added this but games and older CTS suites actually
had shaders that did this, we may as well enable it everywhere.
Adding stable because it appears apps in the wild do this.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
GLSL ES 1.0.17 specifies that "double" is a keyword reserved
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106823
Signed-off-by: zhaowei yuan <zhaowei.yuan@samsung.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Implement ir_binop_vector_extract using NIR operations. Based on SPIR-V
to NIR approach.
This fixes:
dEQP-GLES3.functional.shaders.indexing.moredynamic.with_value_from_indexing_expression_fragment
Piglit's glsl-fs-vec4-indexing-8.shader_test
CC: mesa-stable@lists.freedesktop.org
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral <itoral@igalia.com>
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
`dep_valgrind != []` now (0.45) produces a warning that is quite explicit:
WARNING: Trying to compare values of different types (DependencyHolder, list) using !=.
The result of this is undefined and will become a hard error in a future Meson release.
`dep_valgrind = []` used to be the recommended way to deal with
non-existant dependency, but these don't work with `.found()`, so now
the recommended way is to declare a impossible dependency, which
null_dep does for us in Mesa.
In short, we don't need and shouldn't check for `!= []` anywhere anymore.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Change the size of the bitset from 128 bits to 96. This works around an
apparent GCC 5.4 bug in which bad SSE code is generated, leading to a
crash in ast_type_qualifier::validate_in_qualifier() (ast_type.cpp:654).
This can be repro'd with the Piglit test tests/spec/glsl-1.50/execution/
varying-struct-basic-gs-fs.shader_test
Bugzilla:https://bugs.freedesktop.org/show_bug.cgi?id=105497
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Tested-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
To silence warnings about unhandled switch values.
Untested otherwise.
v2: move the INT/UINT8 cases after the INT/UINT16 cases, per Eric.
Reviewed-by: Eric Anholt <eric@anholt.net>
With this we should have no passes in src/compiler/nir with any
dependencies on headers from core GL Mesa.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Patch enables use of short and unsigned short data for texture uploads,
rendering and reading of framebuffers within the restrictions specified
in GL_EXT_texture_norm16 spec.
Patch also enables those 16bit format layout qualifiers listed in
GL_NV_image_formats that depend on EXT_texture_norm16.
v2: expose extension with dummy_true
fix layout qualifier map changes (Ilia Mirkin)
v3: use _mesa_has_EXT_texture_norm16, other fixes
and cleanup (Ilia Mirkin)
v4: fix rest of the issues found
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
GLSL 4.6 spec describes hex constant as:
hexadecimal-constant:
0x hexadecimal-digit
0X hexadecimal-digit
hexadecimal-constant hexadecimal-digit
Right now if you have a shader with the following structure:
#if 0X1 // or any hex number with the 0X prefix
// some code
#endif
the code between #if and #endif gets removed because the checking is performed
only for "0x" prefix which results in strtoll being called with the base 8 and
after encountering the 'X' char the strtoll returns 0. Letting strtoll detect
the base makes this limitation go away and also makes code easier to read.
From the strtoll Linux man page:
"If base is zero or 16, the string may then include a "0x" prefix, and the
number will be read in base 16; otherwise, a zero base is taken as 10 (decimal)
unless the next character is '0', in which case it is taken as 8 (octal)."
This matches the behaviour in the GLSL spec.
This patch also adds a test for uppercase hex prefix.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
I would have thought falling out of scope would allow the gc to collect
these, but apparently it doesn't, and this hits an fd limit on macos.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106133
Fixes: db8cd8e367
("glcpp/tests: Convert shell scripts to a python script")
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Tested-by: Vinson Lee <vlee@freedesktop.org>
This ports glcpp-test.sh and glcpp-test-cr-lf.sh to a python script that
accepts arguments for each line ending type. This should allow for
better reporting to users.
v2: - Use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This patch converts optimization-test.sh to python, in this process it
removes external shell dependencies including diff. It replaces the
python script that generates shell scripts with a python library that
generates test cases and runs them using subprocess.
v2: - use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
This reimplements the test in python with a shell script wrapper that
allows autotools to continue to run the test without realizing that
anything has changed.
Using python has two advantages, first it's portable so this test can be
run on windows as well as Linux since it just requires python, no more
diff, pwd or sh. It's also no longer tied to autotools implementation
details, like the environment variables $srcdir and $abs_builddir,
though the autotools shell wrapper still uses those, which makes it
possible to run the test in meson.
v2: - Use $PYTHON2 in script to be consistent with other scripts in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
fixes warnings like this:
[184/1137] Compiling C++ object 'src/compiler/glsl/glsl@sta/lower_jumps.cpp.o'.
In file included from ../src/mesa/main/mtypes.h:48,
from ../src/compiler/glsl_types.h:149,
from ../src/compiler/glsl/lower_jumps.cpp:59:
../src/compiler/glsl/lower_jumps.cpp: In member function '{anonymous}::block_record {anonymous}::ir_lower_jumps_visitor::visit_block(exec_list*)':
../src/compiler/glsl/list.h:650:17: warning: unnecessary parentheses in declaration of 'node' [-Wparentheses]
for (__type *(__inst) = (__type *)(__list)->head_sentinel.next; \
^
../src/compiler/glsl/lower_jumps.cpp:510:7: note: in expansion of macro 'foreach_in_list'
foreach_in_list(ir_instruction, node, list) {
^~~~~~~~~~~~~~~
Signed-off-by: Marc Dietrich <marvin24@gmx.de>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
ir_binop_gequal needs to be converted to nir_op_sge when native integers
are not supported in the driver.
Otherwise it becomes no different than ir_binop_less after the
conversion.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
THIS is a macro in one of the MSVC header files. It's also a token
in the GLSL lexer. This causes a compilation failure with MSVC.
This issue seems to be newly exposed after the recent mtypes.h removal
patches.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
The recent mtypes.h removal patches seems to have exposed a MSVC
issue where 'interface' is defined as a macro in an MSVC header file.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.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 compatibility and core tokens were not added until GLSL 1.50,
for GLSL 1.40 just assume all shaders built with a compat profile
are compat shaders.
Fixes rendering issues in Dawn of War II on radeonsi which has
enabled OpenGL 3.1 compat support.
Fixes: a0c8b49284 "mesa: enable OpenGL 3.1 with ARB_compatibility"
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105807
Earlier commit enforced that we'll bail out if the number of terminators
is different than 2. With that in mind, the assert() will never trigger.
Fixes: 56b867395d ("glsl: fix infinite loop caused by bug in loop
unrolling pass")
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
This fixes a bug in radeonsi where LLVM cannot handle the case where
a break exists but its not the last instruction in the block.
LLVM would fail with:
Terminator found in the middle of a basic block!
LLVM ERROR: Broken function found, compilation aborted!
Fixes: 96fe8834f5 "glsl_to_tgsi: do fewer optimizations with GLSLOptimizeConservatively"
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105317
Just checking for 2 jumps is not enough to be sure we can do a
complex loop unroll. We need to make sure we also have also found
2 loop terminators.
Without this we were attempting to unroll a loop where the second
jump was nested inside multiple ifs which loop analysis is unable
to detect as a terminator. We ended up splicing out the first
terminator but failed to actually unroll the loop, this resulted
in the creation of a possible infinite loop.
Fixes: 646621c66d "glsl: make loop unrolling more like the nir unrolling path"
Tested-by: Gert Wollny <gw.fossdev@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=105670
I don't think it actually fixes anything, but that's nice not to have valgrind warnings.
It manifests itself when running the piglit test : glsl-fs-raytrace-bug27060
==2058== Uninitialised byte(s) found during client check request
==2058== at 0xC5BB040: blob_write_bytes (blob.c:152)
==2058== by 0xC595359: write_variable (nir_serialize.c:144)
==2058== by 0xC59560C: write_var_list (nir_serialize.c:192)
==2058== by 0xC5982E4: nir_serialize (nir_serialize.c:1124)
==2058== by 0xC0B729D: brw_program_serialize_nir (brw_program.c:835)
==2058== by 0xC0AB2D6: brw_link_shader (brw_link.cpp:358)
==2058== by 0xC32FE3F: _mesa_glsl_link_shader (ir_to_mesa.cpp:3169)
==2058== by 0xC36C7ED: create_new_program(gl_context*, state_key*) (ff_fragment_shader.cpp:1127)
==2058== by 0xC36C8A6: _mesa_get_fixed_func_fragment_program (ff_fragment_shader.cpp:1157)
==2058== by 0xC1B50AF: update_program (state.c:134)
==2058== by 0xC1B56DF: _mesa_update_state_locked (state.c:352)
==2058== by 0xC1B579A: _mesa_update_state (state.c:386)
==2058== Address 0xf1eab8a is 58 bytes inside a block of size 96 alloc'd
==2058== at 0x4C2CB8F: malloc (vg_replace_malloc.c:299)
==2058== by 0xC0FD306: ralloc_size (ralloc.c:121)
==2058== by 0xC0FD5B1: ralloc_array_size (ralloc.c:208)
==2058== by 0xC452B3B: (anonymous namespace)::nir_visitor::visit(ir_variable*) (glsl_to_nir.cpp:448)
==2058== by 0xC45CE8B: ir_variable::accept(ir_visitor*) (ir.h:428)
==2058== by 0xC46D0B5: visit_exec_list(exec_list*, ir_visitor*) (ir.cpp:1898)
==2058== by 0xC451D2F: glsl_to_nir (glsl_to_nir.cpp:162)
==2058== by 0xC0B5223: brw_create_nir (brw_program.c:79)
==2058== by 0xC0AAB67: brw_link_shader (brw_link.cpp:257)
==2058== by 0xC32FE3F: _mesa_glsl_link_shader (ir_to_mesa.cpp:3169)
==2058== by 0xC36C7ED: create_new_program(gl_context*, state_key*) (ff_fragment_shader.cpp:1127)
==2058== by 0xC36C8A6: _mesa_get_fixed_func_fragment_program (ff_fragment_shader.cpp:1157)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>