While it does rely on NIR, it's not really part of the NIR core. At the
moment, it still builds as part of libnir but that can be changed later if
desired.
Emil Velikov:
- Attribute the src/{glsl,compiler}/nir move
- Flesh out to separate SConscript
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Not supported by MSVC, and completely unnecessary -- inline functions
work just as well.
NIR_SRC_INIT/NIR_DEST_INIT could and probably should be replaced by the
inline functions.
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
It doesn't seem needed, and is not available on MSVC.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
Not supported by MSVC and consistent through NIR.
[Emil Velikov: rebase]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
The old version of the pass only worked on globals and locals and always
left inputs, outputs, uniforms, etc. alone.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The algorithm used is different from both the naive suggestion from the
GLSL spec and the one used in GLSL IR today. Unfortunately, the GLSL IR
implementation that we have today doesn't handle denormals (for those that
care) or the case where the float source is +-inf.
Reviewed-by: Matt Turner <mattst88@gmail.com>
There are several passes where we need to specify some set of variable
modes that the pass needs top operate on. This lets us easily do that.
Acked-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
vertex_input_slots would be an appropriate name for an integer, but not
a bool.
Also remove a cond ? true : false from a count_attribute_slots() call
site, noticed during the rename.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This is kind of a hack. We currently track precise requirements
by decorating ir_variables. Propagating or grafting the RHS of an
assignment to a precise value into some other expression tree can
lose those decorations.
In the long run, it might be better to replace these ir_variable
decorations with an "exact" decoration on ir_expression nodes,
similar to what NIR does.
In the short run, this is probably good enough. It preserves
enough information for glsl_to_nir to generate "exact" decorations,
and NIR will then handle optimizing these expressions reasonably.
Fixes ES31-CTS.gpu_shader5.precise_qualifier.
v2: Drop invariant handling, as it shouldn't be necessary (caught
by Jason Ekstrand).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
ARB_program_interface_query requires that we add struct fields
recursively down to basic types.
Fixes 52 struct test cases in dEQP-GLES31.functional.program_interface_query.*
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
No functional change here, but this now lets us recurse throught structs
in add_shader_variable().
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This lets us pass in the absolution location of a variable instead of
computing it in add_shader_variable() based on variable location and
bias. This is in preparation for recursing into struct variables.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This consolidates the combination of create_shader_variable() and
add_program_resource() into a new helper function. No functional
difference, but we'll expand add_shader_variable() in the next few
commits.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This fixes
dEQP-GLES31.functional.uniform_location.negative.atomic_fragment
dEQP-GLES31.functional.uniform_location.negative.atomic_vertex
Both of which have lines like
layout(location = 3, binding = 0, offset = 0) uniform atomic_uint uni0;
The ARB_explicit_uniform_location spec makes a very tangential mention
regarding atomic counters, but location isn't something that makes sense
with them.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Dolphin uses them a lot. Range tracking would be better in the long term,
but this two lines works fine for now.
Signed-off-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Some passes may not refer to options->..., at which point the compiler
will warn about an unused variable. Just cast to void unconditionally
to shut it up.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Many shaders contain expression trees of the form:
const_1 * (value * const_2)
Reorganizing these to
(const_1 * const_2) * value
will allow constant folding to combine the constants. Sometimes, these
constants are 2 and 0.5, so we can remove a multiply altogether. Other
times, it can create more immediate constants, which can actually hurt.
Finding a good balance here is tricky. While much more could be done,
this simple patch seems to have a lot of positive benefit while having
a low downside.
shader-db results on Broadwell:
total instructions in shared programs: 8963768 -> 8961369 (-0.03%)
instructions in affected programs: 438318 -> 435919 (-0.55%)
helped: 1502
HURT: 245
total cycles in shared programs: 71527354 -> 71421516 (-0.15%)
cycles in affected programs: 11541788 -> 11435950 (-0.92%)
helped: 3445
HURT: 1224
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
These weren't added before because they are actually calculated values that
are computed from other inputs. However, in order to handle them in
nir_lower_system_values, it's nice for them to have a cannonical locaiton.
Reviewed-by: Rob Clark <robdclark@gmail.com>
In Vulkan, you have InstanceIndex which begins at the base instance value
rather than the zero-based InstanceID of GL.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Analogous to previous commit - improved readability at the expense of
an extra file.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Preserve the functionality while keeping the files smaller and
more readable.
v2: Do not include Makefile.sources from the GLSL makefile (silences
automake warnings)
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
No longer used as of last commit.
v2: Rebase.
Signed-off-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net> (v1)
It will allow us to remove the duplicate glsl/Makefile.sources.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
v2 (Sam):
- Use uint64 instead of float64 for sources and destinations. (Connor)
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>