Commit graph

1794 commits

Author SHA1 Message Date
Ian Romanick
cb518df775 glsl: Add built-in functions for INTEL_shader_integer_functions2
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/767>
2020-01-23 00:18:57 +00:00
Ian Romanick
1d165b0548 glsl: Add new expressions for INTEL_shader_integer_functions2
v2: Re-write iadd64_saturate and isub64_saturate to avoid undefined
overflow behavior.  Also fix copy-and-paste bug in isub64_saturate.
Suggested by Caio.

v3: Avoid signed integer overflow for abs_sub(0, INT_MIN).  Noticed by
Caio.

v4: Alternate fix for signed integer overflow for abs_sub(0, INT_MIN).
I tried the previous methon in a small test program with -ftrapv, and it
failed.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/767>
2020-01-23 00:18:57 +00:00
Ian Romanick
20d34c4ebf mesa: Extension boilerplate for INTEL_shader_integer_functions2
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/767>
2020-01-23 00:18:57 +00:00
Jason Ekstrand
e40b11bbcb nir: Rename nir_intrinsic_barrier to control_barrier
This is a more explicit name now that we don't want it to be doing any
memory barrier stuff for us.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
2020-01-13 17:23:47 +00:00
Jason Ekstrand
ba43b66dc9 nir/glsl: Emit memory barriers as part of barrier()
The GLSL barrier() intrinsic does an implicit shared memory barrier in
compute shaders and an implicit TCS patch output barrier in tessellation
control shaders.  We'd like NIR's barrier intrinsic to just be a control
flow barrier and not have memory implications.  To satisfy this, we need
to add an extra memory barrier in front of each nir_intrinsic_barrier.

Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3307>
2020-01-13 17:23:47 +00:00
Timothy Arceri
6bafd230e3 glsl: fix potential bug in nir uniform linker
The state value of main_uniform_storage_index will be wrong for
add_parameter() when find_and_update_previous_uniform_storage()
finds a uniform if there is more than 1 uniform used in
multiple shader stages.

The new code is also simpler.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-12 11:02:20 +11:00
Francisco Jerez
a30bb25a7a glsl: Fix software 64-bit integer to 32-bit float conversions.
The current implementation was broken for any integers between 2^24
and 2^30 (it would return zero for me on ICL).  The reason is that for
such integers we wouldn't take the 'if (0 <= shiftCount)' early return
path, however 'shiftCount + 7' would be positive, leading to a
negative 'count' argument passed to __shift64RightJamming(), which
would give undefined results.

This reworks the affected conversion functions to use either
__shortShift64Left() or __shift64RightJamming() based on the sign of
the final shift count, which should avoid the problem.  In addition
this should qualify as a clean-up/optimization -- This implementation
of the conversion functions translates to 7 instructions less than the
original on Intel hardware.

This fixes the 'KHR-GL46.shader_ballot_tests.ShaderBallotFunctionBallot'
conformance tests on soft fp64 hardware with large enough subgroup
size (>16).

Fixes: d5cf6e92b4 "glsl: Add built-in functions to do uint64_to_fp32(uint64_t)"
Fixes: c9d333a6b7 "glsl: Add built-in functions to do int64_to_fp32(int64_t)"
Cc: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Sagar Ghuge <sagar.ghuge@intel.com>
2020-01-10 10:51:58 -08:00
Timothy Arceri
87e0dd68f5 glsl: call calculate_subroutine_compat() from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
726e8f24c6 glsl: move calculate_subroutine_compat() to shared linker code
We will make use of this in the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
c60d0bd92f glsl: call uniform resource checks from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
05c1f7a154 glsl: move uniform resource checks into the common linker code
We will call this from the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
b85985dd51 glsl: call check_subroutine_resources() from the nir linker
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Timothy Arceri
a6fd1c7752 glsl: move check_subroutine_resources() into the shared util code
We will make use of this in the nir linker in the following patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2020-01-10 00:41:20 +00:00
Samuel Pitoiset
1b808d208f spirv,nir: add new lod parameter to image_{load,store} intrinsics
SPV_AMD_shader_image_load_store_lod allows to use a lod parameter
with OpImageRead, OpImageWrite and OpImageSparseRead.

According to the specification, this parameter should be a 32-bit
integer. It is initialized to 0 when no lod parameter is found
during SPIR-V->NIR translation.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
2020-01-09 07:58:33 +01:00
Timothy Arceri
3bd4bcd418 glsl: use nir version of check_image_resources() for nir linker
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 09:53:51 +11:00
Timothy Arceri
feffd1fa65 glsl: add check_image_resources() for the nir linker
This is adapted from the GLSL IR code but doesn't need to
iterate over the IR. I believe this also fixes a potential bug in
the GLSL IR code which potentially counts the same output twice.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 09:53:51 +11:00
Timothy Arceri
a853de0c95 glsl: use nir linker to link atomics
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 09:50:57 +11:00
Timothy Arceri
4caf3fc8df glsl: reorder link_and_validate_uniforms() calls
This is required for the following commit.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 08:39:34 +11:00
Timothy Arceri
ed325ac4dd glsl: add new gl_nir_link_glsl() helper
This will allow us to do some linking in NIR that was previously
done by the GLSL IR linker. To start with this just has calls for
linking atomics.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 08:39:16 +11:00
Timothy Arceri
0e60ea1d67 glsl: add gl_nir_link_check_atomic_counter_resources()
This is pretty much a copy of link_check_atomic_counter_resources()
updated to work with the NIR linker.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 08:38:52 +11:00
Timothy Arceri
432ed13dec glsl: rename gl_nir_link() to gl_nir_link_spirv()
A NIR based glsl linking function will be too different to the
spirv version to bother attempting any sharing. So lets change
the name to be explicit.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2020-01-07 08:38:41 +11:00
Andrii Simiklit
be6d51e1e3 glsl/nir: do not change an element index to have correct block name
When SSBO array is used with packed layout, both IR tree
and as a result, NIR tree will be incorrect.
In fact, the SSBO dereference indices won't
match the array size in some cases like the following:

"layout(packed, binding=1) buffer SSBO { vec4 a; } ssbo[3];
 out vec4 color;
 void main() {
   color = ssbo[2].a;
 }"

After linking the IR and then NIR will have an SSBO array
definition with size 1 but dereference still will have index 2
and linked_shader->Program->sh.ShaderStorageBlocks
will contain just SSBO with name "SSBO[2]"

So this line should be removed at least as a workaround for now
to avoid error like:
Failed to find the block by name "SSBO[0]"

Fixes: 810dde2a "glsl/nir: Add a pass to lower UBO and SSBO access"
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2020-01-06 13:01:19 -08:00
Andrii Simiklit
4beb0a2308 glsl: fix a binding points assignment for ssbo/ubo arrays
This is needed to be in agreement with spec requirements:
https://github.com/KhronosGroup/OpenGL-API/issues/46

Piers Daniell:
   "We discussed this in the OpenGL/ES working group meeting
    and agreed that eliminating unused elements from the interface
    block array is not desirable. There is no statement in the spec
    that this takes place and it would be highly implementation
    dependent if it happens. If the application has an "interface"
    in the shader they need to match up with the API it would be
    quite confusing to have the binding point get compacted.
    So the answer is no, the binding points aren't affected by
    unused elements in the interface block array."

v2: - 'original_dim_size' field moved above to keep
      the struct packed better on 64-bit
    - added a comment for 'total_num_array_elements' field
    - fixed a binding point calculations for SSBOs array of arrays
          ( Ian Romanick <ian.d.romanick@intel.com> )
    - fixed binding point calculations for non-packed SSBOs
v3:
    - rename 'total_num_array_elements' to 'aoa_size'
          ( Jason Ekstrand <jason@jlekstrand.net> )
    - rename 'boffset' to 'binding_stride'
          ( Alejandro Piñeiro <apinheiro@igalia.com> )

Fixes: 8cf1333b "glsl: link uniform block arrays of arrays"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109532
Reported-By: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Fritz Koenig <frkoenig@google.com>
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2020-01-06 13:01:19 -08:00
Andrii Simiklit
a3c9a2881e glsl: fix an incorrect max_array_access after optimization of ssbo/ubo
This is needed to fix these tests:
piglit.spec.arb_shader_storage_buffer_object.compiler.unused-array-element_frag
piglit.spec.arb_shader_storage_buffer_object.compiler.unused-array-element_comp

Fixes: 8cf1333b "glsl: link uniform block arrays of arrays"
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109532
Reported-By: Ilia Mirkin <imirkin@alum.mit.edu>
Tested-by: Fritz Koenig <frkoenig@google.com>
Signed-off-by: Andrii Simiklit <andrii.simiklit@globallogic.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
2020-01-06 13:01:19 -08:00
Alyssa Rosenzweig
ddc5a371b3 glsl: Set .flat for gl_FrontFacing
It is a boolean.

Signed-off-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3237>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3237>
2019-12-30 19:54:50 +00:00
Timothy Arceri
a6aedc662e st/glsl_to_nir: use nir based program resource list builder
Here we use the NIR based builder to add everything to the resource
list execpt for SSO packed varyings. Since the details of those
varyings get lost during packing we leave the special handing to
the GLSL IR pass for now. In order to do this we add some bools
to the build resource list functions.

Using the NIR based resource list builder gets us a step closer to
using a native NIR based linker. It should also be faster than the
GLSL IR builder, one because the NIR optimisations should mean we
add less entries due to better optimisations, and two because nir
gives us better lists to work with and we don't need to walk the
entire IR to find the resources.

Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
d0259f4159 glsl: add subroutine support to nir_build_program_resource_list()
This is required so we can use the NIR linker to link GLSL in
addition to spirv.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
46f9f74c57 glsl: add support for named varyings in nir_build_program_resource_list()
This adds support for adding names of varying to the resource list
which is required for us to use this function with the glsl linker.
Support for names is optional for spirv which is why it had not been
added yet.

This is mostly a copy of the GLSL IR code adapted to nir.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
3c364f90fd glsl: copy the new data fields when converting to nir
These fields added in the previous commit will be used to make use
of a NIR based GLSL linker.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
89b2b0f767 glsl: copy the how_declared field when converting to nir
This is needed to make use of nir_build_program_resource_list().

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
c3823d2d29 glsl: move nir_remap_dual_slot_attributes() call out of glsl_to_nir()
In order to be able to implement a NIR based glsl linker we need to
build the program resource list with NIR. This change delays the
remaping so that a later commit can call the NIR based resource
list builder.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-13 00:07:19 +00:00
Timothy Arceri
1abca2b3c8 glsl/nir: iterate the system values list when adding varyings
Iterate the system values list when adding varyings to the program
resource list in the NIR linker. This is needed to avoid CTS
regressions when using the NIR to build the GLSL resource list in
an upcoming series. Presumably it also fixes a bug with the current
ARB_gl_spirv support.

Fixes: ffdb44d3a0 ("nir/linker: Add inputs/outputs to the program resource list")

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
2019-12-05 22:04:31 +00:00
Michel Dänzer
f6a913bb95 glsl/tests: Use splitlines() instead of strip()
strip() removes leading and trailing newlines, but leaves newlines
between multiple lines in the string. This could cause failures when
comparing the output of cross-compiled Windows binaries (producing
Windows-style newlines) to the expected output with Unix-style newlines.

Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
2019-12-05 12:31:17 +01:00
Timothy Arceri
1b1b436fa7 glsl: make use of active_shader_mask when building resource list
This allows us to avoid walking the entire IR looking for used
uniforms.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-12-05 13:18:30 +11:00
Timothy Arceri
f0cb0fe1c0 glsl: don't set uniform block as used when its not
The spec requires unused uniform block to be set as active in the
program resource list. To support this we tell opt dead code not to
remove them. However we can mark them as unused internally and
avoid unnecessarily state changes.

This change is also required for the folowing clean-up patch.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-12-05 13:18:23 +11:00
Timothy Arceri
50dc4b77f6 glsl: move calculate_array_size_and_stride() to link_uniforms.cpp
This is where all the other uniform values are populated so it
makes much more sense here. Moving it will also allow us to better
share code between the NIR and GLSL IR resource list builders.

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
2019-12-05 13:18:02 +11:00
Tapani Pälli
272ef5d39a glsl: additional interface redeclaration check for SSO programs
Patch adds additional linker check for SSO programs to make sure they
are redeclaring built-in blocks as required by the desktop spec.

This fixes following Piglit tests:
   arb_separate_shader_objects/linker/pervertex-*

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2019-12-04 15:27:41 +00:00
Dave Airlie
3e21e17b2f nir/samplers: don't zero samplers_used/txf.
This allows this pass to be run multiple times and the results are
just or'ed together.

It fixes on test on llvmpipe nir, and regresses none.

Suggested by Kenneth

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-12-02 09:15:55 +10:00
Tapani Pälli
d61a21f439 glsl: handle max uniform limits with lower_const_arrays_to_uniforms
Fixes arb_tessellation_shader-large-uniforms Piglit test.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2019-11-28 14:11:46 +02:00
Kenneth Graunke
9b577f2a88 driconf, glsl: Add a vs_position_always_invariant option
Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time.  Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader.  But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.

The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner.  However, most applications fail to do so.

So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.

Fixes: 7025dbe794 ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2019-11-27 18:48:04 +00:00
Danylo Piliaiev
25a00b449f glsl: Add varyings to "zero-init of uninitialized vars" workaround
Varyings are similar to already handled cases. And "glsl_zero_init"
name of the workaround already looks like it should include varyings.

The issue was observed in GiMark subtest from GpuTest.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2019-11-22 15:25:56 +00:00
Iago Toral Quiroga
c573b50179 glsl: add missing initialization of the location path field
This was apparently missed in 67b32190f3, which added support
for ARB_shading_language_include to #line, including the 'path'
field for the location.

Fixes crashes in CTS with all drivers as they attempt to access
an uninitialized path string during parsing.

Fixes: 67b32190f3 ("glsl: add ARB_shading_language_include support to #line")
Closes: https://gitlab.freedesktop.org/mesa/mesa/issues/2132
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Jose Maria Casanova <jmcasanova@igalia.com>
2019-11-21 12:55:15 +01:00
Timothy Arceri
1201d3377e mesa: add support cursor support for relative path shader includes
This will allow us to continue searching the current path for
relative shader includes.

From the ARB_shading_language_include spec:

   "If it is quoted with double quotes in a previously included
   string, then the first search point will be the tree location
   where the previously included string had been found."

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:56 +00:00
Timothy Arceri
db5197cec5 glsl: delay compilation skip if shader contains an include
If the shader contains an include when need to first run the
preprocessor before deciding if we can skip compilation based
on the shader cache.

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:56 +00:00
Timothy Arceri
17df8f8b5d glsl: add can_skip_compile() helper
We will reuse this in the following commit.

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:56 +00:00
Timothy Arceri
5327b756bf glsl: error if #include used while extension is disabled
In other words make sure the shader does this:

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Timothy Arceri
13a1426b97 glsl: add preprocessor #include support
Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Timothy Arceri
e0fd2fa689 glsl: pass gl_context to glcpp_parser_create()
This is a small tidy up and will be useful in the following commit.

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Timothy Arceri
67b32190f3 glsl: add ARB_shading_language_include support to #line
From the ARB_shading_language_include spec:

   "#line must have, after macro substitution, one of the following
    forms:

       #line <line>
       #line <line> <source-string-number>
       #line <line> "<path>"

    where <line> and <source-string-number> are constant integer
    expressions and <path> is a valid string for a path supplied in the
    #include directive. After processing this directive (including its
    new-line), the implementation will behave as if it is compiling at
    line number <line> and source string number <source-string-number>
    or <path> path. Subsequent source strings will be numbered
    sequentially, until another #line directive overrides that
    numbering."

Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00
Timothy Arceri
35108caa71 glsl: add infrastructure for ARB_shading_language_include
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Witold Baryluk <witold.baryluk@gmail.com>
2019-11-20 05:05:55 +00:00