Commit graph

15 commits

Author SHA1 Message Date
Tapani Pälli
f2fe607261 glsl: set matrix_stride for non matrices with atomic counter buffers
Patch sets matrix_stride as 0 for non matrix uniforms that are in a
atomic counter buffer. Matrix stride calculation for actual matrix
uniforms is done during link_assign_uniform_locations.

From ARB_program_interface_query specification:

GL_MATRIX_STRIDE:

   "For active variables not declared as a matrix or array of matrices,
   zero is written to <params>.  For active variables not backed by a
   buffer object, -1 is written to <params>, regardless of the variable
   type."

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
2015-11-12 14:15:29 +02:00
Timothy Arceri
a3d0359aff glsl: keep track of intra-stage indices for atomics
This is more optimal as it means we no longer have to upload the same set
of ABO surfaces to all stages in the program.

This also fixes a bug where since commit c0cd5b var->data.binding was
being used as a replacement for atomic buffer index, but they don't have
to be the same value they just happened to end up the same when binding is 0.

Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: Alejandro Piñeiro <apinheiro@igalia.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=90175
2015-10-27 07:03:05 +11:00
Timothy Arceri
2d7a98de18 glsl: add AoA support for atomic counters
This marks all counters in an AoA as active.

For AoA all but the innermost array are treated as separate
counters/uniforms. The Nvidia binary also goes further and
finds inactive counters in the AoA, in future we should do
this too, however this gets things working for the time being.

This change also removes the use of UniformHash for atomic counters,
this avoids having to generate name strings used as hash keys.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2015-10-15 21:21:27 +11:00
Timothy Arceri
d67515b7be glsl: remove element_type() helper
We now have is_array() and without_array() that make the
code much clearer and remove the need for this.

For all remaining calls to this we already knew that
the type was an array so returning a null wasn't adding any value.

v2: use without_array() in _mesa_ast_array_index_to_hir() and don't use
 without_array() in lower_clip_distance_visitor() as we want to make sure the
 array is 2D.

Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-05-22 08:35:45 +10:00
Ian Romanick
c0cd5bedf6 glsl: Eliminate ir_variable::data.atomic.buffer_index
Just use ir_variable::data.binding... because that's the where the
binding is stored for everything else that can use layout(binding=).

Valgrind massif results for a trimmed apitrace of dota2:

                  n        time(i)         total(B)   useful-heap(B) extra-heap(B)    stacks(B)
Before (32-bit): 50 40,564,927,443       69,185,408       63,683,871     5,501,537            0
After  (32-bit): 74 40,580,119,657       69,186,544       63,506,327     5,680,217            0

Before (64-bit): 59 36,822,048,449       96,526,888       89,113,000     7,413,888            0
After  (64-bit): 89 36,822,971,897       96,526,616       88,735,296     7,791,320            0

A real savings of 173KiB on 32-bit and 368KiB on 64-bit.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-08-29 23:27:59 -07:00
Matt Turner
4d78446d78 glsl: Use typed foreach_in_list instead of foreach_list.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-07-01 08:55:51 -07:00
Juha-Pekka Heikkila
568c545b7e glsl: Add missing null check in push_back()
Report memory error on realloc failure and don't leak any memory.

Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2014-06-26 15:37:14 +03:00
Brian Paul
1f2007429e glsl: silence a couple warnings in find_active_atomic_counters()
Silence unitialized variable 'id' warning.  Silence unused 'found' warning.
Only seen in release builds.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2014-01-23 08:13:14 -07:00
Paul Berry
bce8bc0b25 glsl: Index into ctx->Const.Program[] rather than using ad-hoc code.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-09 09:31:19 -08:00
Paul Berry
84732a982c mesa: replace ctx->Const.{Vertex,Fragment,Geomtery}Program with an array.
These are replaced with
ctx->Const.Program[MESA_SHADER_{VERTEX,FRAGMENT,GEOMETRY}].  In
patches to follow, this will allow us to replace a lot of ad-hoc logic
with a variable index into the array.

With the exception of the changes to mtypes.h, this patch was
generated entirely by the command:

    find src -type f '(' -iname '*.c' -o -iname '*.cpp' -o -iname '*.py' \
    -o -iname '*.y' ')' -print0 | xargs -0 sed -i \
    -e 's/Const\.VertexProgram/Const.Program[MESA_SHADER_VERTEX]/g' \
    -e 's/Const\.GeometryProgram/Const.Program[MESA_SHADER_GEOMETRY]/g' \
    -e 's/Const\.FragmentProgram/Const.Program[MESA_SHADER_FRAGMENT]/g'

Suggested-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2014-01-09 09:31:01 -08:00
Paul Berry
665b8d7b6d mesa: Clean up nomenclature for pipeline stages.
Previously, we had an enum called gl_shader_type which represented
pipeline stages in the order they occur in the pipeline
(i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several
inconsistently named functions for converting between it and other
representations:

- _mesa_shader_type_to_string: gl_shader_type -> string
- _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type
- _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type
- _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

This patch tries to clean things up so that we use more consistent
terminology: the enum is now called gl_shader_stage (to emphasize that
it is in the order of pipeline stages), and the conversion functions are:

- _mesa_shader_stage_to_string: gl_shader_stage -> string
- _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage
- _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage
- _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string

In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES,
for consistency with the new name for the enum.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v2: Also rename the "target" field of _mesa_glsl_parse_state and the
"target" parameter of _mesa_shader_stage_to_string to "stage".

Reviewed-by: Brian Paul <brianp@vmware.com>
2014-01-08 07:30:30 -08:00
Paul Berry
99e822fa18 mesa: Improve static error checking of arrays sized by MESA_SHADER_TYPES.
This patch replaces the following pattern:

    foo bar[MESA_SHADER_TYPES] = {
       ...
    };

With:

    foo bar[] = {
       ...
    };
    STATIC_ASSERT(Elements(bar) == MESA_SHADER_TYPES);

This way, when a new shader type is added in a future version of Mesa,
we will get a compile error to remind us that the array needs to be
updated.

Reviewed-by: Brian Paul <brianp@vmware.com>
2013-12-30 11:21:27 -08:00
Paul Berry
d343e3d98c glsl: Get rid of hardcoded arrays of shader target names.
We already have a function for converting a shader type index to a
string: _mesa_shader_type_to_string().

Reviewed-by: Brian Paul <brianp@vmware.com>
2013-12-30 11:21:21 -08:00
Tapani Pälli
447bb9029f glsl: move variables in to ir_variable::data, part II
This patch moves following bitfields and variables to the data
structure:

explicit_location, explicit_index, explicit_binding, has_initializer,
is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray,
from_named_ifc_block_array, depth_layout, location, index, binding,
max_array_access, atomic

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
2013-12-12 17:28:11 +02:00
Francisco Jerez
5c114939b4 glsl: Linker support for ARB_shader_atomic_counters.
v2: Add comments on the purpose of the auxiliary data structures.
    Check for atomic counter overlaps.  Use the contains_atomic()
    convenience method.  Add static assert with the number of expected
    shader stages.
v3: Don't resize atomic arrays.
v4: Add comment on the reason why we don't resize atomic counter
    arrays.  Use 'strcmp(...) == 0' instead of '!strcmp(...)'.
v5 (idr):  Don't use STL in the linker.

Signed-off-by: Francisco Jerez <currojerez@riseup.net>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2013-11-07 15:56:57 -08:00