spotExponent and spotCosCutoff were swapped in the
gl_builtin_uniform_element struct.
Now the order matches across gl_builtin_uniform_element,
glsl_struct_field and the spec.
Reviewed-by: Brian Paul <brianp@vmware.com>
GLSL shaders can access the normal scale factor with the built-in
gl_NormalScale. Mesa's modelspace lighting optimization uses a different
normal scale factor than defined in the spec. We have to take care not
to use this factor for gl_NormalScale.
Mesa already defines two seperate states: state.normalScale and
state.internal.normalScale. The first is used by the glsl compiler
while the later is used by the fixed function T&L pipeline. Previously
the only difference was some component swizzling. With this commit
state.normalScale always uses the normal scale factor for eyespace
lighting.
Reviewed-by: Brian Paul <brianp@vmware.com>
V2: make use of driver_location and don't expose NIR to the ABI.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This creates a common function that can be shared by the tgsi
and nir backends.
v2: use LLVMBuildBitCast() directly
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This pass is more fully featured, it supports geom and tess shaders.
It also supports interpolation intrinsics.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
The gallium glsl->nir pass currently lowers away all indirects on both inputs
and outputs. This fuction allows us to lower vs inputs and fs outputs and also
lower things one stage at a time as we don't need to worry about indirects
on the other side of the shaders interface.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Because NIR can create non vec4 variables when implementing component
packing we need to make sure not to reprocess the same slot again.
Also we can drop the fs_attr_idx counter and just use driver_location.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
NIR component packing will be inserted between these calls and the
calling of st_glsl_to_nir_post_opts().
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
We need to be able to do these NIR opts in the state tracker
rather than the driver in order for the NIR linking opts to
be useful.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
We want to be able to generate NIR then apply NIR optimisations.
Once the optimisations are done we can then apply the new post opt
function which assigns uniforms etc based on the optimised IR.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
v2: update shader info input/output masks when pack components
v3: make sure interpolation loc matches, this is required for the
radeonsi NIR backend.
v4: 33dca36f4f fixed nir_gather_info to update outputs_read
correct, make sure we also adjust this correctly when
packing components.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> (v1)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v3)
V2:
- fix matrix support, non-array matrices were being skipped in v1
v3:
- handle lowering of tcs output loads correctly
- correctly mark indirect locations for either in or out not both
when processing a stage.
- use nir_src_copy() when lowering stores.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
It isn't just load instructions that have write-after-read hazzard.
Fixes stk gaussian blur compute shaders.
Signed-off-by: Rob Clark <robdclark@gmail.com>
In some cases we can end up trying to add a write dependency on ourself,
which shouldn't trigger a flush.
Avoids an extra couple flushes per from in stk.
Signed-off-by: Rob Clark <robdclark@gmail.com>
ctx->last_fence isn't such a terribly clever idea, if batches can be
flushed out of order. Instead, each batch now holds a fence, which is
created before the batch is flushed (useful for next patch), that later
gets populated after the batch is actually flushed.
Signed-off-by: Rob Clark <robdclark@gmail.com>
In transfer_map(), when we need to flush batches that read from a
resource, we should be holding screen->lock to guard against race
conditions. Somehow deferred flush seems to make this existing
race more obvious.
Signed-off-by: Rob Clark <robdclark@gmail.com>
This is a bit more general and lets us pass additional options into the
spirv_to_nir pass beyond what capabilities we support.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Instead of emitting absolutely everything, just emit the few functions
that are actually referenced in some way by the entrypoint. This should
save us quite a bit of time when handed large shader modules containing
many entrypoints.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
We have a nir_builder and it has an impl field.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Fixes MESA_GLSL=cache_fb with piglit
tests/spec/glsl-1.50/execution/geometry/clip-distance-vs-gs-out.shader_test
Fixes: 0610a624a1 i965/link: Serialize program to nir after linking for shader cache
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103988
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Since almost all BOs will be in one CL at a time, this cache will almost
always hit except for the first usage of the BO in each CL.
This didn't show up as statistically significant on the minetest trace
(n=340), but if I lop off the throttled lobe of the bimodal distribution,
it very clearly does (0.74731% +/- 0.162093%, n=269).
No significant difference in the minetest replay, but it should reduce
overhead by not requiring that we write quad indices to index buffers that
we repeatedly re-upload (and making the draw packet smaller, as well).
Over the course of the series the actual game seems to be up by 1-2 fps.