Commit graph

1603 commits

Author SHA1 Message Date
Marek Olšák
a7f38e7fbd glsl: add unsigned int type for EXT_GPU_shader4
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-04-24 20:45:15 -04:00
Chris Forbes
2d8f4fff49 glsl: enable noperspective|flat|centroid for EXT_gpu_shader4
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-04-24 20:45:15 -04:00
Chris Forbes
8740726e46 glsl: add scaffolding for EXT_gpu_shader4
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Dieter Nützel <Dieter@nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-04-24 20:45:15 -04:00
Ian Romanick
3b087f668f glsl: Silence may unused parameter warnings in glsl/ir.h
Every file that included glsl/ir.h had a warning like:

src/compiler/glsl/ir.h: In member function ‘virtual bool ir_rvalue::is_lvalue(const _mesa_glsl_parse_state*) const’:
src/compiler/glsl/ir.h:236:64: warning: unused parameter ‘state’ [-Wunused-parameter]
    virtual bool is_lvalue(const struct _mesa_glsl_parse_state *state = NULL) const
                                                                ^
Cc: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Fixes: fa4ebf6b8d ("glsl: add _mesa_glsl_parse_state object to is_lvalue()")
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2019-04-23 17:49:19 -07:00
Timothy Arceri
a6b7068ff5 st/mesa/radeonsi: fix race between destruction of types and shader compilation
Commit 624789e370 moved the destruction of types out of atexit() and
made use of a ref count instead. This is useful for avoiding a crash
where drivers such as radeonsi are still compiling in a thread when the app
exits and has not called MakeCurrent to change from the current context.

While the above scenario is technically an app bug we shouldn't crash.
However that change caused another race condition between the shader
compilation tread in radeonsi and context teardown functions.

This patch makes two changes to fix this new problem:

First we explicitly call _mesa_destroy_shader_compiler_types() when destroying
the st context rather than calling it indirectly via _mesa_free_context_data().
We do this as we must call it after st_destroy_context_priv() so that we don't
destory the glsl types before the compilation threads finish.

Next wait for the shader threads to finish in si_destroy_context() this
also means we need to call context destroy before destroying the queues
in si_destroy_screen().

Fixes: 624789e370 ("compiler/glsl: handle case where we have multiple users for types")

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-04-24 10:23:10 +10:00
Kenneth Graunke
47303b466c Revert "glsl: Set location on structure-split sampler uniform variables"
This reverts commit 9e0c744f07, which
regressed dEQP-GLES2.functional.uniform_api.random.3.  It turns out
that the newly produced location is meaningless and impossible to
consume by drivers that want to look at gl_uniform_storage, so it's
probably better to leave it unset (0) than a number that looks usable.

Leave a tombstone^Wcomment to discourage the next person from making
the obvious looking fix.

See the next commit for a longer description of the problem.

This breaks tests/spec/glsl-1.10/execution/samplers/uniform-struct
on i965, which was originally fixed by the revert.  The next commit
will fix it again.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-04-22 15:39:55 -07:00
Kristian H. Kristensen
15605cc9d4 glsl_to_nir: Initialize debug variable
If we want to assert on found == true when the loop exits early, we
need to initialize it to false.

Signed-off-by: Kristian H. Kristensen <hoegsberg@chromium.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-19 16:17:37 +00:00
Tapani Pälli
624789e370 compiler/glsl: handle case where we have multiple users for types
Both Vulkan and OpenGL might be using glsl_types simultaneously or we
can also have multiple concurrent Vulkan instances using glsl_types.
Patch adds a one time init to track number of users and will release
types only when last user calls _glsl_type_singleton_decref().

This change fixes glsl_type memory leaks we have with anv driver.

v2: reuse hash_mutex, cleanup, apply fix also to radv driver and
    rename helper functions (Jason)

v3: move init, destroy to happen on GL context init and destroy

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-04-16 12:58:00 +03:00
Andres Gomez
42351c21bb glsl/linker: always validate explicit locations for first and last interfaces
Until now, we were only doing this when linking a SSO
program. However, nothing avoids linking a non SSO program which
doesn't have both a VS and FS. In those cases, we also need to report
the usual linking errors, if happening.

v2: Use a better name for the renamed function (Timothy).

Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-15 22:34:50 +00:00
Rhys Perry
082d180a22 mesa, glsl: add support for EXT_shader_image_load_formatted
v3: rebase

Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v2)
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
2019-04-15 16:18:07 -04:00
Karol Herbst
14531d676b nir: make nir_const_value scalar
v2: remove & operator in a couple of memsets
    add some memsets
v3: fixup lima

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (v2)
2019-04-14 22:25:56 +02:00
Kenneth Graunke
9e0c744f07 glsl: Set location on structure-split sampler uniform variables
gl_nir_lower_samplers_as_deref splits structure uniform variables,
creating new variables for individual fields.  As part of that, it
calculates a new location.  It then never set this on the new variables.

Thanks to Michael Fiano for finding this bug.  Fixes crashes on i965
with Piglit's new tests/spec/glsl-1.10/execution/samplers/uniform-struct
test, which was reduced from the failing case in Michael's app.

Fixes: f003859f97 nir: Make gl_nir_lower_samplers use gl_nir_lower_samplers_as_deref
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-12 10:35:08 -07:00
Marek Olšák
bd2995c8b7 glsl: allow the #extension directive within code blocks for the dri option
for Viewperf 13

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-12 11:34:39 -04:00
Karol Herbst
4a3c04a11f glsl/nir: add support for lowering bindless images_derefs
v2: handle atomics as well
    make use of nir_rewrite_image_intrinsic
v3: remove call to nir_remove_dead_derefs
v4: (Timothy Arceri) dont actually call lowering yet

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (v3)
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-04-12 09:02:59 +02:00
Karol Herbst
0b2e8d9e17 glsl/nir: fetch the type for images from the deref instruction
fixes retrieving the sampler type for bindless images stored inside structs.

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-04-12 09:02:59 +02:00
Karol Herbst
d7bbb3caf1 glsl_to_nir: handle bindless textures
v2: add support for AMD

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-04-12 09:02:59 +02:00
Marek Olšák
53f715fafb Revert "glsl: fix shader_storage_blocks_write_access for SSBO block arrays"
This reverts commit b7ca074cc0.

It broke a lot of tests.
2019-04-10 10:48:56 -04:00
Karol Herbst
0c4706563a glsl/standalone: add GLES3.1 and GLES3.2 compatibility
also set some constants for SSBOs.

With that it can compile the shader from:
dEQP-GLES31.functional.ssbo.layout.random.all_per_block_buffers.18

Signed-off-by: Karol Herbst <kherbst@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-10 16:16:36 +02:00
Marek Olšák
b7ca074cc0 glsl: fix shader_storage_blocks_write_access for SSBO block arrays
CTS: GL45-CTS.compute_shader.resources-max

Fixes: 4e1e8f684b "glsl: remember which SSBOs are not read-only and pass it to gallium"

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-09 19:25:35 -04:00
Andres Gomez
75a3dd97aa glsl/linker: location aliasing requires types to have the same width
From the OpenGL 4.60.5 spec, section 4.4.1 Input Layout Qualifiers,
Page 67, (Location aliasing):

  " Further, when location aliasing, the aliases sharing the location
    must have the same underlying numerical type and bit
    width (floating-point or integer, 32-bit versus 64-bit, etc.) and
    the same auxiliary storage and interpolation qualification."

Additionally, we have improved the linker error descriptions.
Specifically, when taking structs into account we were producing a
linker error because we assumed that all components in each location
were used and that would cause component aliasing. This is not
accurate of the actual problem. Now, the failure specifies that the
underlying numerical type incompatibility is the cause for the
failure.

Fixes the following piglit test:

tests/spec/arb_enhanced_layouts/linker/component-layout/vs-to-fs-width-mismatch-double-float.shader_test

v2:
  - Do not assert if we see invalid numerical types. These come
    straight from shader code, so we should produce linker errors if
    shaders attempt to do location aliasing on variables that are not
    numerical such as records.
  - While we are at it, improve error reporting for the case of
    numerical type mismatch to include the shader stage.

v3:
  - Allow location aliasing of images and samplers. If we get these
    it means bindless support is active and they should be handled
    as 64-bit integers (Ilia)
  - Make sure we produce link errors for any non-numerical type
    for which we attempt location aliasing, not just structs.

v4:
  - Rebased with minor fixes (Andres).
  - Added fixing tag to the commit log (Andres).

v5:
  - Remove the helper function and check individually for the
    underlying numerical type and bit width (Timothy).
  - Implicitly, assume that any non-treated type which is checked for
    its underlying numerical type is either integer or
    float and has a defined bit width (Timothy).
  - Implicitly, assume that structs are the only non-treated
    non-numerical type (Timothy).
  - Improve the linker error descriptions and commit log (Andres).

Fixes: 13652e7516 ("glsl/linker: Fix type checks for location aliasing")
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-09 12:56:50 +02:00
Caio Marcelo de Oliveira Filho
3c5ddaeacd glsl: Parse and propagate derivative_group to shader_info
NV_compute_shader_derivatives allow selecting between two possible
arrangements (quads and linear) when calculating derivatives and
certain subgroup operations in case of Vulkan.  So parse and propagate
those up to shader_info.h.

v2: Do not fail when ARB_compute_variable_group_size is being used,
    since we are still clarifying what is the right thing to do here.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
ca60f0b7ba glsl: Enable texture builtins for NV_compute_shader_derivatives
Renamed a few predicates from "fs_only" to be "derivative_only" (or
similar pairs).

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
09a3273fe7 glsl: Enable derivative builtins for NV_compute_shader_derivatives
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
289478ea89 glsl: Remove redundant conditions when asserting in_qualifier
As the code evolved, we ended up with a redundant conditions.  Clean
this up.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Caio Marcelo de Oliveira Filho
163655b33e mesa: Extension boilerplate for NV_compute_shader_derivatives
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-04-08 19:29:32 -07:00
Sergii Romantsov
a7d40a13ec glsl: Fix input/output structure matching across shader stages
Section 7.4.1 (Shader Interface Matching) of the OpenGL 4.30 spec says:

    "Variables or block members declared as structures are considered
     to match in type if and only if structure members match in name,
     type, qualification, and declaration order."

Fixes:
     * layout-location-struct.shader_test

v2: rebased against master and small fixes

Signed-off-by: Vadym Shovkoplias <vadym.shovkoplias@globallogic.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108250
2019-04-05 11:02:23 +11:00
Marek Olšák
4e1e8f684b glsl: remember which SSBOs are not read-only and pass it to gallium
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-04-04 19:28:52 -04:00
Danylo Piliaiev
ea9bde151f
glsl: Cross validate variable's invariance by explicit invariance only
'invariant' qualifier is propagated on variables which are used
to calculate other invariant variables, however when we are matching
variable's declarations we should take into account only explicitly
declared invariance because invariance propagation is an implementation
specific detail.

Thus new flag is added to ir_variable_data which indicates 'invariant'
qualifier being explicitly set in the shader.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100316
Fixes: 89b60492 ('glsl: Add a pass to propagate the "invariant" and
  "precise" qualifiers')

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
2019-03-21 23:28:08 -07:00
Karol Herbst
71c66c254b nir: add support for gather offsets
Values inside the offsets parameter of textureGatherOffsets are required to be
constants in the range of [GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET,
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET].

As this range is never outside [-32, 31] for all existing drivers inside mesa,
we can simply store the offsets as a int8_t[4][2] array inside nir_tex_instr.

Right now only Nvidia hardware supports this in hardware, so we can turn this
on inside Nouveau for the NIR path as it is already enabled with the TGSI one.

v2: use memcpy instead of for loops
    add missing bits to nir_instr_set
    don't show offsets if they are all 0
v3: default offsets aren't all 0
v4: rename offsets -> tg4_offsets
    rename nir_tex_instr_has_explicit_offsets -> nir_tex_instr_has_explicit_tg4_offsets

Signed-off-by: Karol Herbst <kherbst@redhat.com>
2019-03-21 02:58:41 +00:00
Andres Gomez
ab28dca033 Revert "glsl: relax input->output validation for SSO programs"
This reverts commit 1aa5738e66.

This patch incorrectly asumed that for SSOs no inner interface
matching check was needed.

From the ARB_separate_shader_objects spec v.25:

  " With separable program objects, interfaces between shader stages
    may involve the outputs from one program object and the inputs
    from a second program object.  For such interfaces, it is not
    possible to detect mismatches at link time, because the programs
    are linked separately.  When each such program is linked, all
    inputs or outputs interfacing with another program stage are
    treated as active.  The linker will generate an executable that
    assumes the presence of a compatible program on the other side of
    the interface.  If a mismatch between programs occurs, no GL error
    will be generated, but some or all of the inputs on the interface
    will be undefined."

This completes the fix from commit:
3be05dd267 ("glsl/linker: don't fail non static used inputs without matching outputs")

Fixes: 1aa5738e66 ("glsl: relax input->output validation for SSO programs")
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: Ian Romanick <ian.d.romanick@intel.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:36:20 +02:00
Andres Gomez
422882e78f glsl/linker: simplify xfb_offset vs xfb_stride overflow check
Current implementation uses a complicated calculation which relies in
an implicit conversion to check the integral part of 2 division
results.

However, the calculation actually checks that the xfb_offset is
smaller or a multiplier of the xfb_stride. For example, while this is
expected to fail, it actually succeeds:

  "

    ...

    layout(xfb_buffer = 2, xfb_stride = 12) out block3 {
      layout(xfb_offset = 0) vec3 c;
      layout(xfb_offset = 12) vec3 d; // ERROR, requires stride of 24
    };

    ...

  "

Fixes: 2fab85aaea ("glsl: add xfb_stride link time validation")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:23:27 +02:00
Andres Gomez
3be05dd267 glsl/linker: don't fail non static used inputs without matching outputs
If there is no Static Use of an input variable, the linker shouldn't
fail whenever there is no defined matching output variable in the
previous stage.

From page 47 (page 51 of the PDF) of the GLSL 4.60 v.5 spec:

  " Only the input variables that are statically read need to be
    written by the previous stage; it is allowed to have superfluous
    declarations of input variables."

Now, we complete this exception whenever the input variable has an
explicit location. Previously, 18004c338f ("glsl: fail when a
shader's input var has not an equivalent out var in previous") took
care of the cases in which the input variable didn't have an explicit
location.

v2: do the location based interface matching check regardless on
    whether it is a separable program or not (Ilia).

Fixes: 1aa5738e66 ("glsl: relax input->output validation for SSO programs")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
Cc: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: Tapani Pälli <tapani.palli@intel.com>
Cc: Ian Romanick <ian.d.romanick@intel.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:23:27 +02:00
Andres Gomez
de1bc2d19a glsl/linker: always validate explicit location among inputs
Outputs are always validated when having explicit locations and we
were trusting its outcome to catch similar problems with the inputs
since, in case of having undefined outputs for existing inputs, we
would be already reporting a linker error.

However, consider this case:

  " Shader stage n:
    ---------------

    ...

    layout(location = 0) out float a;

    ...

    Shader stage n+1:
    -----------------

    ...

    layout(location = 0) in float b;
    layout(location = 0) in float c;

    ...
  "

Currently, this won't report a linker error even though location
aliasing is happening for the inputs.

Therefore, we also need to validate the inputs independently from the
outcome of the outputs validation.

Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Iago Toral Quiroga <itoral@igalia.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:23:27 +02:00
Andres Gomez
a96093136b glsl: correctly validate component layout qualifier for dvec{3,4}
From page 62 (page 68 of the PDF) of the GLSL 4.50 v.7 spec:

  " A dvec3 or dvec4 can only be declared without specifying a
    component."

Therefore, using the "component" qualifier with a dvec3 or dvec4
should result in a compiling error.

v2: enhance the error message (Timothy).

Fixes: 94438578d2 ("glsl: validate and store component layout qualifier in GLSL IR")
Cc: Timothy Arceri <tarceri@itsqueeze.com>
Cc: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-19 17:23:27 +02:00
Alejandro Piñeiro
34b3b92bbe nir/xfb: move varyings info out of nir_xfb_info
When varyings was added we moved to use to dynamycally allocated
pointers, instead of allocating just one block for everything. That
breaks some assumptions of some vulkan drivers (like anv), that make
serialization and copying easier. And at the same time, varyings are
not needed for vulkan.

So this commit moves them out. Although it seems a little an overkill,
fixing the anv side would require a similar, or more, changes, so in
the end it is about to decide where do we want to put our effort.

v2: (from Jason review)
  * Don't use a temp variable on the _create methods, just return
    result of rzalloc_size
  * Wrap some lines too long.

Fixes: cf0b2ad486 ("nir/xfb: adding varyings on nir_xfb_info and gather_info")

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2019-03-15 11:59:32 +01:00
Jason Ekstrand
810dde2a6b glsl/nir: Add a pass to lower UBO and SSBO access
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-03-15 01:02:19 +00:00
Jason Ekstrand
77e5ec394e glsl/nir: Handle unlowered SSBO atomic and array_length intrinsics
We didn't have any of these before because all NIR consumers always
called lower_ubo_references.  Soon, we want to pass the derefs straight
through to NIR so we need to handle these intrinsics directly.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-03-15 01:02:19 +00:00
Jason Ekstrand
76ba225184 glsl/nir: Set explicit types on UBO/SSBO variables
We want to be able to use variables and derefs for UBO/SSBO access in
NIR.  In order to do this, the rest of NIR needs to know the type layout
information.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-03-15 01:02:19 +00:00
Jason Ekstrand
8f3ab8aa78 glsl: Don't lower vector derefs for SSBOs, UBOs, and shared
All of these are backed by some sort of memory so if you have multiple
threads writing to different components of the same vector at the same
time, the load-vec-store pattern that GLSL IR emits won't work.  This
shouldn't affect any drivers today as they all call GLSL IR lowering
which lowers access to these variables to index+offset intrinsics before
we get to this point.  However, NIR will start handling the derefs
itself and won't want the lowering.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-03-15 01:02:19 +00:00
Jason Ekstrand
bd17bdc56b glsl/lower_vector_derefs: Don't use a temporary for TCS outputs
Tessellation control shader outputs act as if they have memory backing
them and you can have multiple writes to different components of the
same vector in-flight at the same time.  When this happens, the load vec
store pattern that gets used by ir_triop_vector_insert doesn't yield the
correct results.  Instead, just emit a sequence of conditional
assignments.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
2019-03-13 02:10:31 +00:00
Jason Ekstrand
20c4578c55 glsl/list: Add a list variant of insert_after
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
2019-03-13 02:10:31 +00:00
Alejandro Piñeiro
686b7b1d48 nir/linker: fix ARRAY_SIZE query with xfb varyings
For a non-array varying, it is expecting ARRAY_SIZE as 1, instead of 0.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-08 15:00:50 +01:00
Antia Puentes
de31fb2f4f nir/linker: Fix TRANSFORM_FEEDBACK_BUFFER_INDEX
From the ARB_enhanced_layouts specification:

  "For the property TRANSFORM_FEEDBACK_BUFFER_INDEX, a single integer
   identifying the index of the active transform feedback buffer
   associated with an active variable is written to <params>.  For
   variables corresponding to the special names "gl_NextBuffer",
   "gl_SkipComponents1", "gl_SkipComponents2", "gl_SkipComponents3",
   and "gl_SkipComponents4", -1 is written to <params>."

We were storing the xfb_buffer value, instead of the value
corresponding to GL_TRANSFORM_FEEDBACK_BUFFER_INDEX.

Note that the implementation assumes that varyings would be sorted by
offset and buffer.

Signed-off-by: Antia Puentes <apuentes@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-08 15:00:50 +01:00
Alejandro Piñeiro
7c0f411c27 nir/linker: use nir_gather_xfb_info
Instead of a custom ARB_gl_spirv xfb gather info pass.

In fact, this is not only about reusing code, but the current custom
code was not handling properly how many varyings are enumerated from
some complex types. So this change is also about fixing some corner
cases.

v2: Use util_bitcount, simplify current stage check (Kenneth)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-03-08 15:00:50 +01:00
Timothy Arceri
7e60d5a501 glsl: use NIR function inlining for drivers that use glsl_to_nir()
glsl_to_nir() is still missing support for converting certain
functions to NIR, so for those we use the GLSL IR optimisations
to remove the functions.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-03-06 23:05:20 +00:00
Timothy Arceri
7530d4abfc glsl/freedreno/panfrost: pass gl_context to the standalone compiler
This allows us to use the ctx with glsl_to_nir() in a following
patch.

Reviewed-by: Eric Anholt <eric@anholt.net>
2019-03-06 23:05:20 +00:00
Jason Ekstrand
0a6b1d0580 glsl/nir: Inline functions in float64_funcs_to_nir
This doesn't really change anything as the functions will all get
inlined anyway.  However it does let us do a bit of the work earlier and
in a common place.

Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 17:24:57 +00:00
Jason Ekstrand
82d9a37a59 glsl/nir: Add a shared helper for building float64 shaders
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 17:24:57 +00:00
Timothy Arceri
54522d0506 nir: rename glsl_type_is_struct() -> glsl_type_is_struct_or_ifc()
Replace done using:
find ./src -type f -exec sed -i -- \
's/glsl_type_is_struct(/glsl_type_is_struct_or_ifc(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00
Timothy Arceri
8294295dbd glsl: rename record_location_offset() -> struct_location_offset()
Replace done using:
find ./src -type f -exec sed -i -- \
's/record_location_offset(/struct_location_offset(/g' {} \;

Acked-by: Karol Herbst <kherbst@redhat.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2019-03-06 13:10:02 +11:00