Commit graph

73527 commits

Author SHA1 Message Date
Timothy Arceri
8cf1333b18 glsl: link uniform block arrays of arrays
This adds support for setting up the UniformBlock structures for AoA
and also adds support for resizing AoA blocks with a packed layout.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 21:42:24 +11:00
Timothy Arceri
d9f1f2bbc6 glsl: Add AoA support when checking for non-const index
When checking for non-const indexing of interfaces
take into account arrays of arrays

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 21:42:24 +11:00
Timothy Arceri
082b1ca2fe glsl: Add support for lowering interface block arrays of arrays
V2: make array processing functions static

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 21:42:24 +11:00
Timothy Arceri
132b9e9dd9 glsl: add AoA support for an inteface with unsized array members
Add support for setting the max access of an unsized member
of an interface array of arrays.

For example ifc[j][k].foo[i] where foo is unsized.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:42:24 +11:00
Timothy Arceri
d1d05c0f85 glsl: add AoA support for linking interface blocks with unsized members
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:42:24 +11:00
Timothy Arceri
dd89880dc0 glsl: avoid hitting assert for arrays of arrays
Also add TODO comment about adding proper support

Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:21:33 +11:00
Timothy Arceri
2d7a98de18 glsl: add AoA support for atomic counters
This marks all counters in an AoA as active.

For AoA all but the innermost array are treated as separate
counters/uniforms. The Nvidia binary also goes further and
finds inactive counters in the AoA, in future we should do
this too, however this gets things working for the time being.

This change also removes the use of UniformHash for atomic counters,
this avoids having to generate name strings used as hash keys.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:21:27 +11:00
Timothy Arceri
261a434996 glsl: add std140 layout support for AoA
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:44:33 +11:00
Timothy Arceri
176e6930e6 i965: add arrays of arrays support for varyings
V2: get the correct vector elements value for outputs

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 20:44:26 +11:00
Timothy Arceri
be822b89ac glsl: calculate AoA uniform offset correctly for structs
This allows the correct offset to be calculated for use in indirect
indexing of samplers.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 20:44:20 +11:00
Timothy Arceri
410609c968 glsl: remove dead code in a single pass
Currently only one ir assignment is removed for each var in a single
dead code optimisation pass. This means if a var has more than one
assignment, then it requires all the glsl optimisations to be run again
for each additional assignment to be removed.
Another pass is also required to remove the variable itself.

With this change all assignments and the variable are removed in a single
pass.

Some of the arrays of arrays conformance tests that were looping
through 8 dimensions ended up with a var with hundreds of assignments.

This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1
go from around 3 min 20 sec -> 2 min

ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from
around 9 min 20 sec to 7 min 30 sec

I had difficulty getting the public shader-db to give a consistent result
with or without this change but the results seemed unchanged at between
15-20 seconds.

Thomas Helland measured change with shader-db on his machine from
approx 117 secs to 112 secs.

V3: Simplify freeing of list as suggested by Ian, and spelling fixes.

V2: Add assert to be sure references are counted before assignments.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-By: Thomas Helland <thomashelland90@gmail.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:36:14 +11:00
Timothy Arceri
d337da81f2 glsl: dont allow gl_PerVertex to be redeclared as an array of arrays
V3: move patch after fixes to ast for AoA and add const to helper
as suggested by Ian

V2: move single dimensional array detection into a helper

Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:36:01 +11:00
Timothy Arceri
dea0af8f82 glsl: check that only the outermost array is unsized
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 20:35:54 +11:00
Timothy Arceri
3129359ed7 glsl: allow AoA to be sized by initializer or constructor
V2: Split out unsized array validation to its own patch as
suggested by Samuel.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-15 20:35:45 +11:00
Timothy Arceri
296a7ea471 glsl: add support for initialising sampler AoA
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:35:40 +11:00
Timothy Arceri
db280e951a glsl: Add support for linking uniform arrays of arrays
V3: Fix setting of data.location for struct AoA UBO members

V2: Handle arrays of arrays in the same way structures are handled

The ARB_arrays_of_arrays spec doesn't give very many details on how
AoA uniforms are intended to be implemented. However in the
ARB_program_interface_query spec there are details that show AoA are
intended to be handled in a similar way to structs.

Issues 7 from the ARB_program_interface_query spec:

 We define rules consistent with our enumeration rules for
 other complex types.  For existing one-dimensional arrays, we enumerate
 a single entry if the array is an array of basic types, or separate
 entries for each array element if the array is an array of structures.
 We follow similar rules here.  For a uniform array such as:

   uniform vec4 a[5][4][3];

 we enumerate twenty different entries ("a[0][0][0]" through
 "a[4][3][0]"), each of which is treated as an array with three elements.
 This is morally equivalent to what you'd get if you worked around the
 limitation in current GLSL via:

    struct ArrayBottom { vec4 c[3]; };
    struct ArrayMid    { ArrayBottom b[3]; };
    uniform ArrayMid   a[5];

 which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]".

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 20:35:35 +11:00
Kenneth Graunke
ff31c243e3 i965: Don't hardcode FS in "validation failed!" message.
Instead, print "Scalar VS" or "Scalar FS".  Otherwise it's really
confusing which stage is broken.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 14:07:47 -07:00
Jordan Justen
a274eff9ff glsl: Support uint index in lower_vector_insert
The ES31-CTS.compute_shader.pipeline-compute-chain test case generates
an unsigned index by using gl_LocalInvocationID.x and
gl_LocalInvocationID.y as array indices.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-14 13:16:35 -07:00
Jordan Justen
ab04adcf63 glsl: Support uint index in do_vec_index_to_cond_assign
The ES31-CTS.compute_shader.pipeline-compute-chain test case generates
an unsigned index by using gl_LocalInvocationID.x and
gl_LocalInvocationID.y as array indices.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2015-10-14 13:16:34 -07:00
Jordan Justen
0d1eef536b i965/fs: Ignore compute shaders in brw_nir_lower_inputs
The commit shown below caused compute shaders to hit the unreachable
in the default of the switch block. Since compute shaders don't have
any inputs, we can make brw_nir_lower_inputs a no-op for CS.

commit 2953c3d761
Author: Kenneth Graunke <kenneth@whitecape.org>
Date:   Fri Aug 14 15:15:11 2015 -0700

    i965/vs: Map scalar VS input locations properly; avoid tons of MOVs.

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-14 13:16:30 -07:00
Jordan Justen
63728dac57 i965/fs: Simplify FS in brw_nir_lower_inputs to only support scalar mode
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-14 13:16:29 -07:00
Brian Paul
9abbf65d0a mesa: remove unused functions in program.c
replace_registers() and adjust_param_indexes() were unused.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-10-14 12:47:15 -06:00
Brian Paul
9d4ce80736 mesa: minor indentation fix in _mesa_BindTextureUnit() 2015-10-14 12:47:15 -06:00
Brian Paul
77eef81370 mesa: remove unused texUnit local in _mesa_BindTextureUnit()
The texture unit is error-checked before this and the texUnit var
is unused, so remove it.

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
2015-10-14 12:47:15 -06:00
Krzysztof Sobiecki
14f7ce4248 st/fbo: use pipe_surface_release instead of pipe_surface_reference
pipe_surface_reference have problems with deleted contexts,
so use of pipe_surface_release might be more appropriate.

Fixes Wasteland 2 Director's Cut crash on start.

Cc: mesa-stable@lists.freedesktop.org

Reviewed-by: Brian Paul <brianp@vmware.com>
2015-10-14 12:47:07 -06:00
Marta Lofstedt
93267887a0 glsl: Enable split of lower UBOs and SSBO also for compute shaders
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.

V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE

Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
2015-10-14 16:05:42 +02:00
Jose Fonseca
5423c1e855 glsl: Include util/strndup.h.
Fixes Windows builds.

Trivial.
2015-10-14 11:50:06 +01:00
Tapani Pälli
ac257f1070 glsl: calculate TOP_LEVEL_ARRAY_SIZE and STRIDE when adding resources
Patch moves existing calculation code from shader_query.cpp to happen
during program resource list creation.

No Piglit or CTS regressions were observed during testing.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-14 12:39:04 +03:00
Tapani Pälli
b76159b096 glsl: add top level array size and stride to gl_uniform_storage
Patch adds 2 new fields to gl_uniform_storage so that we don't need to
calculate these values during runtime shader queries. This is required by
upcoming changes to free GLSL IR after linking.

Patch moves 3 booleans inside structure so that structure size stays the
same after this change.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2015-10-14 09:32:58 +03:00
Iago Toral Quiroga
d3f4588804 i965: Adapt SSBOs to work with their own separate index space
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Iago Toral Quiroga
56e2bdbca3 glsl/lower_ubo_reference: lower UBOs and SSBOs to separate index spaces
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Iago Toral Quiroga
d31f98a272 mesa: Add {Num}UniformBlocks and {Num}ShaderStorageBlocks to gl_shader{_program}
These arrays provide backends with separate index spaces for UBOS and SSBOs.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Iago Toral Quiroga
27dccf097d mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.

In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:11:13 +02:00
Iago Toral Quiroga
9de651b261 glsl: Fix variable_referenced() for vector_{extract,insert} expressions
We get these when we operate on vector variables with array accessors
(i.e. things like a[0] where 'a' is a vec4). When we call variable_referenced()
on these expressions we want to return a reference to 'a' instead of NULL.

This fixes a problem where we pass a[0] as the first argument to an atomic
SSBO function that expects a buffer variable. In order to check this, we use
variable_referenced(), but that is currently returning NULL in this case, since
the underlying rvalue is a vector_extract expression.

Tested-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
2015-10-14 08:08:12 +02:00
Iago Toral Quiroga
baee16bf02 nir: split SSBO min/max atomic instrinsics into signed/unsigned versions
NIR is typeless so this is the only way to keep track of the
type to select the proper atomic to use.

v2:
  - Use imin,imax,umin,umax for the intrinsic names (Connor Abbott)
  - Change message for unreachable paths (Michael Schellenberger)

Tested-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2015-10-14 08:03:58 +02:00
Iago Toral Quiroga
be800ef6d8 i965/vec4: fix indentation in vec4_visitor::calculate_live_intervals
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2015-10-14 08:01:58 +02:00
Iago Toral Quiroga
9d2bbca98d i965/fs: Fix indentation in fs_live_variables::compute_start_end
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
2015-10-14 08:01:46 +02:00
Brian Paul
4a168ad797 mesa: clean up comments for gl_current_attrib struct
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
a7b6e6192a vbo: make void vbo_exec_BeginVertices() static
Not called from any other file.  Rename and move before use.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
84719ad9df vbo: document vbo_exec_context fields
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
d65b029dc2 vbo: minor clean-ups for vbo_exec_fixup_vertex()
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
7f67bfaa74 vbo: add assertion in ATTR_UNION macro
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
3491ec5930 vbo: add comments, braces in ATTR_UNION() in vbo_exec_api.c
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
e729f36c09 vbo: fix whitespace in vbo_exec_draw.c
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
8fbb72c297 vbo: move 'tmp' var initialization
Improve readability a bit.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
a1cbf85de0 vbo: improve fprintf() formatting
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
a639bbf098 vbo: simplify vertex array initializations in vbo_context.c
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
20f31ae37c vbo: get rid of needless NR_MAT_ATTRIBS constant
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:23 -06:00
Brian Paul
dd293d8aae vbo: fix incorrect switch statement in init_mat_currval()
The variable 'i' is a value in [0, MAT_ATTRIB_MAX-1] so subtracting
VERT_ATTRIB_GENERIC0 gave a bogus value and we executed the default
switch clause for all loop iterations.

This doesn't fix any known issues but was clearly incorrect.

Cc: mesa-stable@lists.freedesktop.org

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2015-10-13 08:28:22 -06:00
Brian Paul
c73c481c4a mesa: pass caller name to create_textures()
Simpler than the dsa flag approach.
2015-10-13 08:28:22 -06:00