| Commit message (Collapse) | Author | Age | Files | Lines |
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07fe2d565b introduced a big hack in order to return
NumSubroutineUniforms when querying ACTIVE_RESOURCES for
<shader>_SUBROUTINE_UNIFORM interfaces. However this is the
wrong fix we are meant to be returning the number of active
resources i.e. the count of subroutine uniforms in the
resource list which is what the code was previously doing,
anything else will cause trouble when trying to retrieve
the resource properties based on the ACTIVE_RESOURCES count.
The real problem is that NumSubroutineUniforms was counting
array elements as separate uniforms but the innermost array
is always considered a single uniform so we fix that count
instead which was counted incorrectly in 7fa0250f9.
Idealy we could probably completely remove
NumSubroutineUniforms and just compute its value when needed
from the resource list but this works for now.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 0303201dfb73c16751d5519cca7480fa678d429a)
[Emil Velikov: LinkStatus is in gl_shader_program]
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Conflicts:
src/mesa/main/program_resource.c
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This makes link_assign_uniform_locations() easier to follow.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This makes link_assign_uniform_locations() easier to follow.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This clears the last bits of the usecases of the hash table
located in mesa/program, allowing us to remove it.
V2: Rebase on top of changes to Makefile.sources
Signed-off-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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This should prevent us from rebuilding the world.
Signed-off-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
These uniform types don't use this storage.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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There are two distinctly different uses of this struct. The first
is to store GL shader objects. The second is to store information
about a shader stage thats been linked.
The two uses actually share few fields and there is clearly confusion
about their use. For example the linked shaders map one to one with
a program so can simply be destroyed along with the program. However
previously we were calling reference counting on the linked shaders.
We were also creating linked shaders with a name even though it
is always 0 and called the driver version of the _mesa_new_shader()
function unnecessarily for GL shader objects.
Acked-by: Iago Toral Quiroga <itoral@igalia.com>
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This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the uniform storage.
These uniform types don't use this storage.
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Although the glsl_types.h stores this in a bitfield,
we should hide that from everyone else. Hide the cast
in an accessor method and use the enum everywhere.
This makes things a bit nicer in gdb, and improves type
safety.
v2: fix a few pieces of interface I missed that caused some
piglit regressions.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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The parameter is required for the interface.
glsl/link_uniforms.cpp:689:61: warning: unused parameter ‘record_type’ [-Wunused-parameter]
bool row_major, const glsl_type *record_type,
^
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
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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>
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is_ubo_var is true for both UBOs and SSBOs
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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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>
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Firstly this updates the named interface lowering pass to store the
interface without the arrays removed.
Note we need to remove the arrays in the interface/varying matching
code to not regress things but in future this should be fixed
futher as it would seem we currently successfully match interface
blocks with differnt array sizes.
Since we now know if the interface was an array we can reduce the
IR flags from_named_ifc_block_array and from_named_ifc_block_nonarray
to just from_named_ifc_block.
Next rather than having a different code path for named interface
blocks in program_resource_visitor we just make use of the one used
by UBOs this allows us to now handle arrays of arrays correctly.
Finally we add a new param to the recursion function
named_ifc_member this is because we only want to process a single
member at a time. Note that this is also the glsl_struct_field
from the original ifc type before lowering rather than the type
from the lowered variable. This fixes a bug in Mesa where we would
generate the names like WithInstArray[0].g[0][0] when it should be
WithInstArray[0].g[0] for the following interface.
out WithInstArray {
float g[3];
} instArray[2];
Reviewed-by: Dave Airlie <airlied@redhat.com>
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The only place this was used was in a gallium debug function that
had to be manually enabled.
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
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This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.
This changes the per stage blocks to instead point to a single
version of the block information in the program list.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
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Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.
Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.
Patch is based on earlier patch with following changes/additions:
1: Move the counting of explicit locations to
check_explicit_uniform_locations and then pass
the number to link_assign_uniform_locations.
2: Count the number of empty slots in UniformRemapTable
and store them in a list_head.
3: Try to find an empty slot for implicit locations from
the list, if that fails resize UniformRemapTable.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
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The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:
GLenum ImageAccess[MAX_IMAGE_UNIFORMS];
There was no bounds checking ensuring we don't overflow. Passing in a
shader with too many uniforms would cause writes to extend into other
fields, such as sh->NumImages.
Later linker checks already handle reporting an error when there are too
many images, so just avoid corrupting structures here.
This rearranges the logic a bit to look more like the sampler case.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Tested-by: Jordan Justen <jordan.l.justen@intel.com>
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Cc: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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