These functions are directly available in shaders. A #define is added
to detect the presence. This allows these functions to be tested using
piglit regardless of whether the driver uses them for lowering. The
GLSL spec says that functions and macros beginning with __ are reserved
for use by the implementation... hey, that's us!
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
v2: Rename lower_64bit.cpp and lower_64bit_test.cpp to lower_int64.
Suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
These functions are directly available in shaders. A #define is added
to detect the presence. This allows these functions to be tested using
piglit regardless of whether the driver uses them for lowering. The
GLSL spec says that functions and macros beginning with __ are reserved
for use by the implementation... hey, that's us!
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
v2: Add missing break in GLSL_TYPE_INT64 case. Notice by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
If ARB_gpu_shader_int64 is supported, ARB_shader_clock also adds
clockARB() that returns a uint64_t. Rather than add new opcodes and
intrinsics for this, just wrap the existing intrinsic with a
packUint2x32.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
These are all the allowed 64-bit functions from ARB_gpu_shader_int64
spec.
v2: restrict int64/double functions better.
v3 (idr): Delete spurious blank lines. Suggested by Matt.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
As for the double code, but using the 64-bit integer conversions.
v2 (idr): Remove some spurious u2i() and i2u() operations when packing
and unpacking, respectively, int64_t varyings.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com>
Just add support in two more places in ast parsing.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds 64-bit integer support to some AST and IR operations where
it is needed.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
We need builder support to implement some of the builtins.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds support to call the new operations on conversions.
v2 (idr): Delete an unnecessary break-statement. Noticed by Matt. Add
a missing blank line. Noticed by Ian.
v3 (idr): "cut them down later" => Remove ir_unop_b2u64 and
ir_unop_u642b. Handle these with extra i2u or u2i casts just like
uint(bool) and bool(uint) conversion is done.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This just adds the new operations and add 64-bit integer support to all
the existing cases where it is needed.
v2: fix some issues found in testing.
v2.1: add unreachable (Ian), add missing int/uint pack/unpack (Dave).
v3 (idr): Rebase on top of idr's series to generate
ir_expression_operation_constant.h. In addition, this version:
Adds missing support for ir_unop_bit_not, ir_binop_all_equal,
ir_binop_any_nequal, ir_binop_vector_extract,
ir_triop_vector_insert, and ir_quadop_vector.
Removes support for uint64_t from ir_unop_abs and ir_unop_sign.
v4 (idr): "cut them down later" => Remove ir_unop_b2u64 and
ir_unop_u642b. Handle these with extra i2u or u2i casts just like
uint(bool) and bool(uint) conversion is done.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v2]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v3]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This adds all the conversions in the world, I'm not 100% sure of all of
these are needed, but add all of them and we can cut them down later.
v2: fix issue with packing output types.
v3 (idr): Rebase on top of idr's series to generate
ir_expression_operation_constant.h. Fix transposed ir_validate
assertions for ir_unop_u642i64 and ir_unop_i642u64. Add missing
automatic type setup for ir_unop_u642i64 and ir_unop_i642u64.
v4 (idr): "cut them down later" => Remove ir_unop_b2u64 and
ir_unop_u642b. Handle these with extra i2u or u2i casts just like
uint(bool) and bool(uint) conversion is done.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v2]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v3]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Just add support to the double case, same code should work.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds 64-bit ints to the link_varyings 64-bit support.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This adds support for 64-bit integer constants to the parser,
ast and ir.
v2: fix a few issues found in testing.
v3: Add missing ir_constant copy contructor support.
v4: Use PRIu64 and PRId64 in printfs in glsl_parser_extras.cpp.
Suggested by Nicolai. Rebase on Marek's linalloc changes.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> [v2]
Reviewed-by: Matt Turner <mattst88@gmail.com> [v3]
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This adds the builtins and the lexer support.
To avoid too many warnings, it adds basic support to the type in a few
other places in mesa, mostly in the trivial places.
It also adds a query to be used later for if a type is an integer 32 or 64.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This just adds the basic boilerplate support.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Some applications might add location decoration to samplers. Rather
than raising an error it seems it would make more sense to just
discard these decorations.
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Cc: 17.0 <mesa-stable@lists.freedesktop.org>
We were including it once per value, so probably around 10k times.
Let's not cause the compiler any more work than we have to.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Here we remove the single use of this field in gl_linked_shader
which allows us to move the field out of gl_shader_info
While we are at it we rewrite link_xfb_stride_layout_qualifiers()
to be more clear.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is only used by gl_linked_shader as a temp during linking
so use a temp there instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This is never used in gl_linked_shader other than as a temp
during linking so just use a temp instead.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We also move EarlyFragmentTests out of the gl_shader_info struct
as it is now only used by gl_shader.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We also move NumProgramResourceList at the same time.
GLES does interface validation on SSO at runtime so we need to move
this to be able to switch to storing gl_program pointers in
CurrentProgram.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.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>
Currently this just breaks up the linking code a bit but in the
future i965 will call this from the backend via Driver.LinkShader()
so that we can do NIR optimisations before assigning uniform
locations.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Earlier commit imported a SHA1 implementation and relaxed the SHA1 and
disk cache handling, broking the Windows builds.
Restrict things for now until we get to a proper fix.
Fixes: d1efa09d34 "util: import sha1 implementation from OpenBSD"
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
At the moment we support 5+ different implementations each with varying
amount of bugs - from thread safely problems [1], to outright broken
implementation(s) [2]
In order to accommodate these we have 150+ lines of configure script and
extra two configure toggles. Whist an actual implementation being
~200loc and our current compat wrapping ~250.
Let's not forget that different people use different code paths, thus
effectively makes it harder to test and debug since the default
implementation is automatically detected.
To minimise all these lovely experiences, import the "100% Public
Domain" OpenBSD sha1 implementation. Clearly document any changes needed
to get building correctly, since many/most of those can be upstreamed
making future syncs easier.
As an added bonus this will avoid all the 'fun' experiences trying to
integrate it with the Android and SCons builds.
v2: Manually expand __BEGIN_DECLS/__END_DECLS and document (Tapani).
Furthermore it seems that some games (or surrounding runtime) static
link against OpenSSL resulting in conflicts. For more information see
the discussion thread [3]
Bugzilla [1]: https://bugs.freedesktop.org/show_bug.cgi?id=94904
Bugzilla [2]: https://bugs.freedesktop.org/show_bug.cgi?id=97967
[3] https://lists.freedesktop.org/archives/mesa-dev/2017-January/140748.html
Cc: Mark Janes <mark.a.janes@intel.com>
Cc: Vinson Lee <vlee@freedesktop.org>
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Jonathan Gray <jsg@jsg.id.au>
Tested-by: Jonathan Gray <jsg@jsg.id.au>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Tapani Pälli <tapani.palli@intel.com> (v1)
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
A number of games have large arrays of constants, which we promote to
uniforms. This introduces copies from the uniform array to the original
temporary array. Normally, copy propagation eliminates those copies,
making everything refer to the uniform array directly.
A number of shaders in "Deus Ex: Mankind Divided" recently exposed a
limitation of copy propagation - if we had any intrinsics (i.e. image
access in a compute shader), we weren't able to get rid of these copies.
That meant that any variable indexing remained on the temporary array
rather being moved to the uniform array. i965's scalar backend
currently doesn't support indirect addressing of temporary arrays,
which meant lowering it to if-ladders. This was horrible.
According to Marek, on radeonsi/GCN, "F1 2015" uses 64% less
spilled-temp-array memory.
On i965/Skylake:
total instructions in shared programs: 13362954 -> 13329878 (-0.25%)
instructions in affected programs: 43745 -> 10669 (-75.61%)
helped: 12
HURT: 0
total cycles in shared programs: 248081010 -> 245949178 (-0.86%)
cycles in affected programs: 4597930 -> 2466098 (-46.37%)
helped: 12
HURT: 0
total spills in shared programs: 9493 -> 9507 (0.15%)
spills in affected programs: 25 -> 39 (56.00%)
helped: 0
HURT: 1
total fills in shared programs: 12127 -> 12197 (0.58%)
fills in affected programs: 110 -> 180 (63.64%)
helped: 0
HURT: 1
Helps Deus Ex: Mankind Divided. The one shader with hurt spills/fills
is from Tomb Raider at Ultra settings, but that same shader has a
-39.55% reduction in instructions and -14.09% reduction in cycle counts,
so it seems like a win there as well.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
We were using impl->num_blocks, but that isn't guaranteed to be
up-to-date until after the block_index metadata is required. If we were
unlucky, this could lead to overwriting memory.
Noticed by inspection.
Signed-off-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This fixes a bug in code motion that occurred when the best block is the
same as the schedule early block. In this case, because we're checking
(lca != def->parent_instr->block) at the top of the loop, we never get to
the check for loop depth so we wouldn't move it out of the loop. This
commit reworks the loop to be a simple for loop up the dominator chain and
we place the (lca != def->parent_instr->block) check at the end of the
loop.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Once again, SPIR-V is insane... It allows you to place "patch"
decorations on structure members. Presumably, this is so that you can
do something such as
out struct S {
layout(location = 0) patch vec4 thing1;
layout(location = 0) vec4 thing2;
} str;
And have your I/O "nicely" organized. While this is a bit silly, it's
allowed and well-defined so whatever. Where it really gets interesting
is when you have an array of struct. SPIR-V says nothing about not
allowing you to have those qualifiers on the members of a struct that's
inside an array and GLSLang does this. Specifically, if you have
layout(location = 0) out patch struct S {
vec4 thing1;
vec4 thing2;
} str[2];
then GLSLang will place the "patch" decorations on the struct members.
This is ridiculous there is no way that having some of them be patch and
some not would be well-defined given that patch and non-patch outputs
are in effectively different storage classes. This commit moves around
the way we handle the "patch" decoration so that we can detect even the
crazy cases and handle them.
Fixes: dEQP-VK.tessellation.user_defined_io.per_patch_block_array.*
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>