Commit graph

1288 commits

Author SHA1 Message Date
Ilia Mirkin
2e123e1a25 glsl: use has_shader_storage_buffer_objects helper
Replaces open-coded logic with existing helper.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-04-05 20:27:32 -04:00
Timothy Arceri
5d39f03806 glsl: remove remaining tabs in link_uniform_blocks.cpp
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:33 +10:00
Timothy Arceri
7ef57aa685 mesa: remove unused IsShaderStorage field
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:28 +10:00
Timothy Arceri
f1293b2f9b glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.

A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:24 +10:00
Kenneth Graunke
3babb7b0a4 nir: Use PRIi64 and PRIu64 instead of %ld and %lu.
%ld and %lu aren't the right format specifiers for int64_t and uint64_t
on 32-bit (x86) systems.  They're %zu on Linux and %Iu on Windows.

Use the standard C99 macros in hopes that they work everywhere.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-04 14:38:48 -07:00
Kenneth Graunke
5509d43a11 glsl: Lower variable indexing of system value arrays unconditionally.
lower_variable_index_to_cond_assign() did not handle system values.
gl_SampleMaskIn[] is a system value, and also an array.  Accessing it
with a variable index would trigger an unreachable() assert.

Rather than adding a new EmitNoIndirectSystemValues flag, we simply
lower unconditionally.  There is exactly one case where this occurs,
and for all current drivers, lowering produces optimal code.  Even
for future drivers with 32x MSAA, it produces reasonable code.

Fixes Piglit's new samplemaskin-indirect test.  Also fixes many ES31-CTS
tests when OES_sample_variables is enabled.

Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-04-04 14:29:21 -07:00
Jason Ekstrand
6a04968784 Merge remote-tracking branch 'public/master' into vulkan 2016-04-04 13:58:05 -07:00
Jason Ekstrand
eb93d6dec8 nir/search: Don't match inexact expressions with exact subexpressions
In the first pass of implementing exact handling, I made a mistake with
search-and-replace.  In particular, we only reallly handled exact/inexact
on the root of the tree.  Instead, we need to check every node in the tree
for an exact/inexact match.  As an example of this, consider the following
GLSL code

precise float a = b + c;
if (a < 0) {
   do_stuff();
}

In that case, only the add will be declared "exact" and an expression that
looks for "b + c < 0" will still match and replace it with "b < -c" which
may yield different results.  The solution is to simply bail if any of the
values are exact when matching an inexact expression.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-04-04 13:48:10 -07:00
Jason Ekstrand
fe247bbe92 nir: Stop double-printing function arguments 2016-04-04 12:10:20 -07:00
Jason Ekstrand
cb317b8d07 glsl: Stop force-enabling compute shaders
This isn't needed since we no longer use the GLSL compiler in Vulkan.
2016-04-04 12:09:12 -07:00
Jason Ekstrand
4d040a4ad3 glsl/standalone: Get rid of the unneeded _mesa_error_no_memory stub
This hasn't been needed since we stopped using the GLSL compiler in the
Vulkan driver and it was tripping up scons.  Removing it fixes the scons
build.
2016-04-04 12:07:51 -07:00
Jason Ekstrand
8c8157bf6f Remove more spirv2nir remnants 2016-04-04 11:24:48 -07:00
Kenneth Graunke
40628886ca glsl: Print "precise" on ir_variable nodes.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
2016-04-03 17:33:38 -07:00
Ilia Mirkin
7af12a8dc6 glsl: make *sampler2DMSArray available in ESSL 3.20
Also avoid double-adding the *sampler2DMS types when the array ext is
enabled.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:52 -04:00
Ilia Mirkin
aebb0e0186 glsl: make ssbo predicate return true when in a GLSL 430 or ESSL 310 shader
I can't tell whether this actually matters, but we're creating function
signatures with this predicate, so it should probably match when SSBO's
are available.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:49 -04:00
Ilia Mirkin
87906cbc37 glsl: allow conservative depth qualifiers in GLSL 420
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:06:35 -04:00
Ilia Mirkin
9abbc49712 glsl: add ARB_ES3_1_compatibility support
Oddly a bunch of the features it adds are actually from ESSL 3.20. But
the spec is quite clear, oh well.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-04-03 18:01:15 -04:00
Timothy Arceri
070e5a7405 glsl: rename var and simplify if
is_ubo_var is true for both UBOs and SSBOs

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0fbd073dc2 glsl: store ubo or ssbo index in block index
Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.

Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
1265e1c4e1 glsl: store stage reference in gl_uniform_block
This allows us to simplify the code and drop InterfaceBlockStageIndex
which is a per stage array of integers the size of all blocks in the
program combined including duplicates across stages. Adding a stage
ref per block will use less memory.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
d8855d66f4 glsl: simplify buffer block resource limit checking
This changes the code to use the buffer counts stored for each stage
rather than counting from scratch. It also moves the checks outside
of the for loop which means we now just get a single link error
message if we go over the max rather than X error messages where X
is the number we have exceeded the max by.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0082b33a78 glsl: simplify SSBO resources check
We already have a count of active SSBOs per stage so use it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
3e74bf5b9d glsl: split buffer block arrays earlier
This will allow us to use them when checking resources in a
following patch and clean up a bunch of code.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Timothy Arceri
0163881528 glsl: only set buffer block binding once during initialisation
Since 8683d54d2b there is now a single instance of the buffer
block information that needs to be updated rather than one instance
for each stage.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-02 17:10:56 +11:00
Kenneth Graunke
94ed482c19 glsl: Fix prorgram interface query locations biasing for SSO.
With SSO, the GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT interfaces refer to
the first and last shader stage linked into a program.  This may not be
the vertex and fragment shader stages.

So, subtracting VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 is bogus.
We need to subtract VERT_ATTRIB_GENERIC0 for VS inputs,
FRAG_RESULT_DATA0 for FS outputs, and VARYING_SLOT_VAR0 for other cases.

Note that built-in variables get a location of -1.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var_explicit_location
- program_input.location.separable_fragment.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location
- program_output.location.separable_vertex.var_array_explicit_location

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
c123294dfe glsl: Return -1 for program interface query locations in many cases.
We were recording locations for all variables, even ones without an
explicit location set.  Implement the rules from the spec, and record
-1 in the resource list accordngly.  Make program_resource_location
stop doing math on negative values.  Remove hacks that are no longer
necessary now that we've stopped doing that.

Fixes 4 dEQP-GLES31.functional.program_interface_query tests:
- program_input.location.separable_fragment.var
- program_input.location.separable_fragment.var_array
- program_output.location.separable_vertex.var_array
- program_output.location.separable_vertex.var_array

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
9fe211bec4 glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.
A program will either have gl_VertexID or gl_VertexIDMESA (the lowered
zero-based version), not both.  Just spoof it in the resource list so
the hacks are done in a single place.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
013f25c3b3 glsl: Clean up some leftover cruft.
stages is always 1 << stage now.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:20 -07:00
Kenneth Graunke
98c22c0403 glsl: Add all system variables to the input resource list.
System values are just built-in input variables that we've opted to
special-case out of convenience.  We need to consider all inputs,
regardless of how we've classified them.

Unfortunately, there's one exception: we shouldn't add gl_BaseVertex
unless ARB_shader_draw_parameters is enabled, because it doesn't
actually exist in the language, and shouldn't be counted in the
GL_ACTIVE_RESOURCES query.

Fixes dEQP-GLES31.functional.program_interface_query.program_input.
resource_list.compute.empty, which expects gl_NumWorkGroups to appear
in the resource list.

v2: Delete more code

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 22:05:18 -07:00
Kenneth Graunke
6e8b9d5bdd glsl: Delete hack for VS system values.
This makes no sense.  If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.

If we're not considering the vertex shader, then we absolutely should
not do anything with it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
47daf17da0 glsl: Make add_interface_variables only consider the appropriate stage.
add_interface_variables() is supposed to add variables for the inputs of
the first shader stage linked into a program, and the outputs of the
last shader stage linked into a program.

From the ARB_program_interface_query specification:

"* PROGRAM_INPUT corresponds to the set of active input variables used by
   the first shader stage of <program>.  If <program> includes multiple
   shader stages, input variables from any shader stage other than the
   first will not be enumerated.

 * PROGRAM_OUTPUT corresponds to the set of active output variables
   (section 2.14.11) used by the last shader stage of <program>.  If
   <program> includes multiple shader stages, output variables from any
   shader stage other than the last will not be enumerated."

Previously, we used build_stageref here, which walks over all linked
shaders in the program.  This meant that internal varyings would be
visible.  We don't actually need any of build_stageref's code: we
already explicitly skip packed varyings, handle modes, and the name
comparisons just do a fuzzy string comparison of name with itself.

Fixes two tests: dEQP-GLES31.functional.program_interface_query.
program_{input,output}.referenced_by.referenced_by_vertex_fragment.

These tests have a VS and FS linked together into a single program.
Both stages have an input called "shaderInput".  But the FS input
should not be visible because it isn't the first stage.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
998ef1ad71 glsl: Clarify "mask" variable in add_interface_variables().
This is a bitfield of which stages refer to a variable.  It is not used
to mask off bits.  In fact, it's used to contribute additional bits.

Rename it and tidy a bit of the logic.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
356c99b4e7 glsl: Pass stage to add_interface_variables().
add_interface_variables is supposed to add variables from either the
first or last stage of a linked shader.  But it has no way of knowing
the stage it's being asked to process, which makes it impossible to
produce correct stagerefs.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
2016-04-01 21:58:25 -07:00
Kenneth Graunke
2c5afe1fa9 glsl: Make vertex ID lowering declare gl_BaseVertex as hidden.
If the GL_ARB_shader_draw_parameters extension is enabled, we'll already
have a gl_BaseVertex variable.  It will have var->how_declared set to
ir_var_declared_implicitly, and will appear in the program resource
list.

If not, we make one for internal use.  We don't want it to be listed
in the program resource list, as the application won't be expecting
it.  Marking it hidden will properly exclude it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-01 21:58:22 -07:00
Kenneth Graunke
33df1c2935 glsl: Exclude ir_var_hidden variables from the program resource list.
We occasionally generate variables internally that we want to exclude
from the program resource list, as applications won't be expecting them
to be present.

The next patch will make use of this.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
2016-04-01 21:56:43 -07:00
Jordan Justen
ef1b397b07 glsl: Don't require matching centroid qualifiers
Note: This patch appears to violate older OpenGL and OpenGLES specs.

The OpenGLES GLSL 3.1 and OpenGL GLSL 4.3 specifications both remove
the requirement for the output and input centroid qualifiers to match.

The deqp
dEQP-GLES3.functional.shaders.linkage.varying.rules.differing_interpolation_2
test wants the newer OpenGLES 3.1 specification behavior, even for
OpenGLES 3.0. This patch simply removes the checking in all cases.

The OpenGLES 3.0 conformance test suite doesn't appear to require the
older ("must match") spec behavior.

For reference, here are the relavent spec citations:

  The OpenGL 4.2 spec says: "the last active shader stage output
  variables and fragment shader input variables of the same name must
  match in type and qualification (other than out matching to in)"

  The OpenGL 4.3 spec says: "interpolation qualification (e.g., flat)
  and auxiliary qualification (e.g. centroid) may differ."

  The OpenGLES GLSL 3.00.4 specification says: "The output of the
  vertex shader and the input of the fragment shader form an
  interface. For this interface, vertex shader output variables and
  fragment shader input variables of the same name must match in type
  and qualification (other than precision and out matching to in)."

  The OpenGLES GLSL 3.10 Specification says: "interpolation
  qualification (e.g., flat) and auxiliary qualification (e.g.
  centroid) may differ"

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7819
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-01 18:06:19 -07:00
Timothy Arceri
5ea825f556 glsl: remove tabs and fix some other style issues in glcpp-parse.y
Note there are still tabs left in the parser rules.

Acked-by: Dave Airlie <airlied@redhat.com>
2016-04-02 10:32:01 +11:00
Jason Ekstrand
cc1320220f nir/gather_info: Add an assert for supported stages 2016-04-01 15:44:43 -07:00
Jason Ekstrand
ebb0bcc11d nir: Move variable_get_io_mask back into gather_info
It used to be in nir_gather_info.c until I moved it out to nir.h so it
could be re-used with some linking code that never got merged.  We'll move
it back out if and when we have real code to share it with.
2016-04-01 15:39:48 -07:00
Jason Ekstrand
95106f6bfb Merge remote-tracking branch 'public/master' into vulkan 2016-04-01 15:16:21 -07:00
Jason Ekstrand
de60e250f5 nir: Add an opcode for stomping a 32-bit value to 16-bit precision
This correlates directly to the SPIR-V opcode OpQuantizeToF16

Reviewed-by: Rob Clark <robdclark@gmail.com>
2016-04-01 13:52:28 -07:00
Rob Clark
972054f5bf compiler: random comment fixup
Just noticed this in passing..  gl_shader_stage already has tess so this
comment no longer applies.

Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
2016-04-01 12:34:40 -04:00
Alejandro Piñeiro
cd7d631c71 glsl: do not raise unitialized variable warnings on builtins/reserved GL variables
Needed because not all the built-in variables are marked as system
values, so they still have the mode ir_var_auto. Right now it fixes
raising the warning when gl_GlobalInvocationID and
gl_LocalInvocationIndex are used.

v2: use is_gl_identifier instead of filtering for some names (Ilia
    Mirkin)

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-04-01 09:54:09 +02:00
Ian Romanick
08ff5f4d1f nir: Simplify a bcsel to logical-or
Oddly, this did not affect the shader where I first noticed the pattern.
That particular shader doesn't get its if-statement converted to a bcsel
because there are two assignments in the else-statement.  This led to me
submitting https://bugs.freedesktop.org/show_bug.cgi?id=94747.

shader-db results:

Sandy Bridge
total instructions in shared programs: 8467384 -> 8467069 (-0.00%)
instructions in affected programs: 36594 -> 36279 (-0.86%)
helped: 46
HURT: 0

total cycles in shared programs: 117573448 -> 117568518 (-0.00%)
cycles in affected programs: 339114 -> 334184 (-1.45%)
helped: 46
HURT: 0

Ivy Bridge / Haswell / Broadwell / Skylake:
total instructions in shared programs: 7774258 -> 7773999 (-0.00%)
instructions in affected programs: 30874 -> 30615 (-0.84%)
helped: 46
HURT: 0

total cycles in shared programs: 65739190 -> 65734530 (-0.01%)
cycles in affected programs: 180380 -> 175720 (-2.58%)
helped: 45
HURT: 1

No change on G45 or Ironlake.

I also tried these expressions, but none of them affected any shaders in
shader-db:

   (('bcsel', a, 'a@bool', 'b@bool'), ('ior', a, b)),
   (('bcsel', a, 'b@bool', False),    ('iand', a, b)),
   (('bcsel', a, 'b@bool', 'a@bool'), ('iand', a, b)),

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
2016-03-31 14:59:36 -07:00
Ilia Mirkin
3002296cb6 mesa: add GL_OES_shader_multisample_interpolation support
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-30 22:57:17 -04:00
Ilia Mirkin
5283e81015 glsl: add GL_OES_sample_variables support
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-30 22:57:17 -04:00
Ilia Mirkin
903640c2ac glsl: add gl_MaxSamples, new in GL 4.5 / GL ES 3.2
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
2016-03-30 22:57:17 -04:00
Matt Turner
05ee6627d6 nir: Fix typo from commit 6702f1acde. 2016-03-30 19:18:35 -07:00
Timothy Arceri
c5704bb350 mesa: add query support for GL_TRANSFORM_FEEDBACK_BUFFER interface
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:53:02 +11:00
Timothy Arceri
7234be0338 glsl: add transform feedback buffers to resource list
Reviewed-by: Dave Airlie <airlied@redhat.com>
2016-03-31 12:52:57 +11:00