Nothing here that NIR doesn't do. No effect on shader-db of hsw or
softpipe.
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14249>
Nothing uses it, and i965 was the last thing to. Even if I enable it for
softpipe or crocus, it quickly causes NIR validation failures in shader-db
from swizzles outside the bounds of vectors. Retire it in favor of
nir_opt_vectorize().
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14249>
This allows us to force all shaders to offer shader features only
provided to compatibility shaders.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14040>
glCompileShader can use two different sources, so we need 2 different SHA1s
there. Successful compilation sets compiled_source_sha1.
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13869>
If a shader has no defined version force_glsl_version was
previous ignored and the shader would default to 110. This updates
the code so that those shaders are forced to a new level also.
We reused the existing code to make sure a sensible value is set
for the version.
Cc: mesa-stable
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11602>
Doing so allow you to easily tell what the pass did using the existing
infrastructure in the OPT macro.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10292>
One exception is src/amd/addrlib/, for which -Wimplicit-fallthrough is
explicitly disabled.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10220>
This reverts commit 6c8cc9be12.
A spec bug was resolved confirming the original behaviour. Also it
seems the game Foundation no longer depends on the incorrect
behaviour.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9486>
If the shader does not specify "core" or "compatibility" in shaders
above 1.40 we were defaulting these shaders to core shaders when
in a compat profile. Instead default to compat shaders.
This brings us inline with the behaviour of the binary drivers and
fixes a crash on start-up for the game Foundation.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/3594
Fixes: c7e3d31b0b ("glsl: fix compat shaders in GLSL 1.40")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Zoltán Böszörményi <zboszor@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6993>
No Mans Sky dropped its OpenGL backend on April 16, 2019 in favour
of its Vulkan backend. So here we drop the old OpenGL workarounds.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7362>
Fix defect reported by Coverity Scan.
Uninitialized pointer field (UNINIT_CTOR)
uninit_member: Non-static class member field location.path is not
initialized in this constructor nor in any functions that it calls.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6905>
Desktop OpenGL ignores all precision qualifiers.
Also, the lowering pass doesn't work if precision qualifiers are not set,
which is only possible with desktop OpenGL, causing random behavior.
Reviewed-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6073>
This commit introduces a new way to zero-init variables but keep the
old one to not break any existing behavior.
With this change GLSLZeroInit becomes an integer, with the following
possible values:
- 0: no 0 init
- 1: current behavior
- 2: new behavior. Similar to 1, except ir_var_function_out type are
0 initialized but ir_var_shader_out.
The rationale behind 2 is: zero initializing ir_var_shader_out can
prevent some optimization where out variables are completely eliminated
when not written to.
On the other hand, zero initializing "ir_var_function_out" has no
effect on correct shaders but typically helps shadertoy since the main
function is:
void mainImage(out vec4 fragColor) { ... }
So with this change we're sure that fragColor will always get a value.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
This commit makes zero_init a bitfield of types of variables to zeroinit.
This will allow some flexibility that will be used in the next commit.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4607>
This enables gl_Layer/gl_ViewportIndex when the ext is enabled, as well
as adding the new gl_ViewportMask[] array and viewport_relative layout
qualifier for gl_Layer.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4529>
Previously, the ir_call functions for builtin functions were replaced
with the inline implementation immediately after being added to the
instruction list. This patch replaces that with a separate pass that
lowers them after the conversion from AST to IR is complete. This will
be useful to be able to insert some handling for the precision lowering
pass before the inlining. This needs to happen because the precision
of the operations in the inlined implementation depends on the highest
precision of all of the arguments to the call.
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
This works by finding the first rvalue that it can lower using an
ir_rvalue_visitor. In that case it adds a conversion to float16
after each rvalue and a conversion back to float before storing
the assignment.
Also it uses a set to keep track of rvalues that have been
lowred already. The handle_rvalue method of the rvalue visitor doesn’t
provide any way to stop iteration. If we handle a value in
find_precision_visitor we want to be able to stop it from descending into
the lowered rvalue again.
Additionally this pass disallows converting nodes containing non-float.
The can_lower_rvalue function explicitly excludes any branches
that have non-float types except bools. This avoids the need to have
special handling for functions that convert to int or double.
Co-authored-by: Hyunjun Ko <zzoon@igalia.com>
v2. Adds lowering for texture samples
v3. Instead of checking whether each node can be lowered while walking the
tree, a separate tree walk is now done to check all of the nodes in a
single pass. The lowerable nodes are added to a set which is checked
during find_precision_visitor instead of calling can_lower_rvalue.
v4. Move the special case for temporaries to find_lowerable_rvalues. This
needs to be handled while checking for lowerable rvalues so that any
later dereferences of the variable will see the right precision.
v5. Add an override to visit ir_call instructions and apply the same
technique to override the precision of the temporary variable in the
same way as done for builtin temporaries and ir_assignment calls.
v6. Changes the pass so that it doesn’t need to lower an entire subtree in
order do perform a lowering. Instead, certain instructions can be
marked as being indepedent of their child instructions. For example,
this is the case with array dereferences. The precision of the array
index doesn’t have any bearing on whether things using the result of
the array deref can be lowered.
Now, only toplevel lowerable nodes are added to the lowerable_rvalues
instead instead of additionally adding all of the subnodes.
It now also only needs one hash table instead of two.
v7. Don’t try to lower sampler types. Instead, the sample instruction is
now treated as an independent point where the result of the sample can
be used in a lowered section. The precision of the sampler type
determines the precision of the sample instruction. This also means
the coordinates to the sampler can be lowered.
v8. Use f2fmp instead of f2f16.
v9. Disable lowering derivatives calcualtions, which might not work
properly on some hw backends.
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3885>
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>
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>
When the EXT_demote_to_helper_invocation extension is enabled,
`demote` is treated as a keyword, and produces an ir_demote.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The issue we're running into when running CTS is that glsl types are
deleted while builtins depending on them are not.
This happens because on one hand we have glsl types ref counted, but
builtins are not. Instead builtins are destroyed when unloading libGL
or explicitly calling glReleaseShaderCompiler().
This change removes almost entirely any dealing with glsl types
ref/unref by letting the builtins deal with it instead. In turn we
introduce a builtin ref count mechanism. Each GL context takes a
reference on the builtins when compiling a shader for the first time.
It releases the reference when the context is destroyed. It can also
explicitly release those when glReleaseShaderCompiler() is called.
Finally we also take a reference on the glsl types when loading libGL
to avoid recreating glsl types too often.
v2: Ensure we take a reference if we don't have one in link step (Lionel)
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110796
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
MAYBE_UNUSED is going away, so let's replace legitimate uses of it with
UNUSED, which the former aliased to so far anyway.
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
With the help of Sagar, Ian and Ivan.
Signed-off-by: Paulo Zanoni <paulo.r.zanoni@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
With this commit all remaining compilation tests in Piglit for
ARB_fragment_shader_interlock will pass.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Plamena Manolova <plamena.manolova@intel.com>
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>
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>
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>