| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes the following compile error, present when the SHA1 library is libgcrypt:
CCLD glsl/tests/cache-test
glsl/.libs/libglsl.a(libmesautil_la-mesa-sha1.o): In function `call_once':
/mesa/src/util/../../include/c11/threads_posix.h:96: undefined reference to `pthread_once'
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 5c73ecaac487eba36e15f22be2e9396c4a0ffe46)
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This reverts commit 6aa730000fea84a14b49828a4bb30761d43903bf.
This was changing the size of the undef to always be 1 (the number of inputs
to imov and fmov) which is wrong, we could be moving a vec4 for example.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit a5502a721fd30fde4f5dc71421494329052f805b)
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The new implementation is more correct because it clamps the incoming value
to 10 to avoid floating-point overflow. It also uses a much reduced
version of the formula which only requires 1 exp() rather than 2. This
fixes all of the dEQP-VK.glsl.builtin.precision.tanh.* tests.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
(cherry picked from commit da1c49171d0df185545cfbbd600e287f7c6160fa)
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Clamp input scalar value to range [-10, +10] to avoid precision problems
when the absolute value of input is too large.
Fixes dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.* test
failures.
v2: added more explanation in the comment.
v3: fixed a typo in the comment.
Signed-off-by: Haixia Shi <hshi@chromium.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "13.0" <mesa-dev@lists.freedesktop.org>
(cherry picked from commit d4983390a869c3051929858a8b783be53d46b722)
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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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We're missing the close() to the matching open().
CID 1373407
v2: Fixes from Emil Velikov's review
Update the teardown in reverse order of the setup/init.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Mun Gwan-gyeong <elongbug@gmail.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> (v1)
(cherry picked from commit 69cc7d90f9f60d95cd570a4e87755a474554d41f)
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conditional emit
Consider a geometry shader that contains code like this:
some_out = expr;
if (cond) {
...
EmitVertex();
} else {
...
EmitVertex();
}
Both branches should see the correct value of some_out.
Since this is a rather subtle and rare case, I'm submitting a piglit test
for this as well.
GLSL says that the values of output variables are undefined after
EmitVertex(). With this change, the values will now be defined and
unmodified. This may reduce optimization opportunities in the probably
quite rare case where subsequent compiler passes cannot prove that the
value of the output variable is overwritten.
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
(cherry picked from commit 0d383a79a8f13bb00ed5e5d84f41071b43c7e92d)
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Before, we were always treating it as an output which bogus. The only
stage in which this it can be an output is the geometry stage. In all
other stages, it's an input which, in the back-end, we actually want to be
a system value.
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit 955714759257e81f01f013c84d2bd7f14a0ec04f)
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This allows a more reasonable error message for '#version 0' of
0:1(10): error: GLSL 0.00 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
instead of
0:1(10): error: syntax error, unexpected $undefined, expecting INTCONSTANT
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97420
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Cc: mesa-stable@lists.freedesktop.org
Cc: Juan A. Suarez Romero <jasuarez@igalia.com>
Cc: Karol Herbst <karolherbst@gmail.com>
(cherry picked from commit c8c46641af43edd106528ac0293db5aa02a2364e)
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The #version directive can only handle decimal constants. Enforce that
the value is a decimal constant.
Section 3.3 (Preprocessor) of the GLSL 4.50 spec says:
The language version a shader is written to is specified by
#version number profile opt
where number must be a version of the language, following the same
convention as __VERSION__ above.
The same section also says:
__VERSION__ will substitute a decimal integer reflecting the version
number of the OpenGL shading language.
Use a separate flag to track whether or not the #version line has been
encountered. Any possible sentinel (0 is currently used) could be
specified in a #version directive. This would lead to trying to
(internally) redefine __VERSION__. Since there is no parser location
for this addition, NULL is passed. This eventually results in a NULL
dereference and a segfault.
Attempts to use -1 as the sentinel would also fail if '#version
4294967295' or '#version 18446744073709551615' were used. We should
have piglit tests for both of these.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97420
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Cc: mesa-stable@lists.freedesktop.org
Cc: Juan A. Suarez Romero <jasuarez@igalia.com>
Cc: Karol Herbst <karolherbst@gmail.com>
(cherry picked from commit e85a747e294762785df2ce8a299c153254c6fca2)
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This is ported from GLSL and converts
if (cond)
discard;
into
discard_if(cond);
This removes a block, but also is needed by radv
to workaround a bug in the LLVM backend.
v2: handle if (a) discard_if(b) (nha)
cleanup and drop pointless loop (Matt)
make sure there are no dependent phis (Eric)
v3: make sure only one instruction in the then block.
v4: remove sneaky tabs, add cursor init (Eric)
Reviewed-by: Eric Anholt <eric@anholt.net>
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
(cherry picked from commit b16dff2d88302e5113598a818d2f92f8af02cd79)
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Assuming the hardware is set up to use a screen coordinate system
flipped vertically with respect to the GL's window coordinate system,
the SYSTEM_VALUE_SAMPLE_POS vector will also be flipped vertically
with respect to the value expected by the GL, so we need to give it
the same treatment as gl_FragCoord. Fixes the following CTS tests on
i965:
ES31-CTS.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.default_framebuffer
ES31-CTS.functional.shaders.sample_variables.sample_pos.correctness.default_framebuffer
when run with any multisample configuration, e.g. rgba8888d24s8ms4.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
(cherry picked from commit f3d387867f74ae758b41168f23992671f7dce254)
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When a UBO reference has the form block_name.foo where block_name refers
to a block where the first member has a non-zero offset, the base offset
was incorrectly added to the reference.
Fixes an assertion triggered in debug builds by
GL45-CTS.enhanced_layouts.uniform_block_layout_qualifier_conflict. That test
doesn't properly check for correct execution in this case, so I am also
going to send out a piglit test.
Cc: 13.0 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
(cherry picked from commit 37d646c1b3626ad54ed93a784824af7b5abe8a99)
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At link time, we resolve the size of implicitly sized arrays.
When doing so, we update the type of the ir_variables. However,
we neglected to update the type of ir_dereference nodes which
reference those variables.
It turns out array_resize_visitor (for GS/TCS/TES interface array
handling) already did 2/3 of the cases for this, so we can simply
refactor the code and reuse it.
This fixes:
GL45-CTS.shader_storage_buffer_object.basic-syntax
GL45-CTS.shader_storage_buffer_object.basic-syntaxSSO
which have an SSBO containing an implicitly sized array, followed
by some other members. setup_buffer_access uses the dereference
types to compute offsets to fields, and it had a stale type where
the implicitly sized array's length was still 0 instead of the
actual length.
While we're here, we can also fix update_array_sizes to properly
update deref types as well, fixing a FINISHME from 2010.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 8df4aebc94337983194cc72c817c08ee938117a1)
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This moves the delete linked shaders call to
_mesa_clear_shader_program_data() which makes sure we delete them
before returning due to any validation problems.
It also reduces some code duplication.
From the OpenGL 4.5 Core spec:
"If LinkProgram failed, any information about a previous link of
that program object is lost. Thus, a failed link does not restore
the old state of program.
...
If one of these commands is called with a program for which
LinkProgram failed, no error is generated unless otherwise noted.
Implementations may return information on variables and interface
blocks that would have been active had the program been linked
successfully. In cases where the link failed because the program
required too many resources, these commands may help applications
determine why limits were exceeded."
Therefore it's expected that we shouldn't be able to query the
program that failed to link and retrieve information about a
previously successful link.
Before this change the linker was doing validation before freeing
the previously linked shaders and therefore could exit on failure
before they were freed.
This change also fixes an issue in compat profile where a program
with no shaders attached is expect to fall back to fixed function
but was instead trying to relink IR from a previous link.
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97715
Cc: "13.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit d2861d682a235993844989f7742c9539c3e10245)
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DRM HWC has a shader program that hits this error. Work-around it by
ignoring the error.
Signed-off-by: Rob Herring <robh@kernel.org>
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When blending with GL_COLORBURN_KHR and these colors:
dst = <0.372549027, 0.372549027, 0.372549027, 0.372549027>
src = <0.09375, 0.046875, 0.0, 0.375>
the normalized dst value became 0.99999994 (due to precision problems
in the floating point divide of rgb by alpha). This caused the color
burn equation to fail the dst >= 1.0 comparison. The blue channel would
then fall through to the dst < 1.0 && src >= 0 comparison, which was
true, since src.b == 0. This produced a factor of 0.0 instead of 1.0.
This is an inherent numerical instability in the color burn and dodge
equations - depending on the precision of alpha scaling, the value can
be either 0.0 or 1.0. Technically, GLSL floating point division doesn't
even guarantee that 0.372549027 / 0.372549027 = 1.0. So arguably, the
CTS should allow either value. I've filed a bug at Khronos for further
discussion (linked below).
In the meantime, this patch improves the precision of alpha scaling by
replacing the division with (rgb == alpha ? 1.0 : rgb / alpha). We may
not need this long term, but for now, it fixes the following CTS tests:
ES31-CTS.blend_equation_advanced.blend_specific.GL_COLORBURN_KHR
ES31-CTS.blend_equation_advanced.blend_all.GL_COLORBURN_KHR_all_qualifier
Cc: currojerez@riseup.net
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=16042
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
(cherry picked from commit e6aeeace6953a7007d98082e3f44bff40a44106d)
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Default precision qualifier for a data type could be set several times
inside a shader. This patch allows to update the default precision
qualifier for the given type that is saved in the symbol table.
If it is not in the symbol table, just add it.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97804
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
(cherry picked from commit 0e742926c6895dcaf8bdbe43022c8a0bc74fdd96)
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Namespace support seems to have been unused for a very long time.
Previously the hash table entry was never removed and the symbol name
wasn't freed until the symbol table was destroyed.
In theory this could reduced the number of times we need to copy a string
as duplicate names are reused. However in practice there is likely only a
limited number of symbols that are the same and this is likely to cause
other less than optimal behaviour such as the hash_table continuously
growing.
Along with dropping namespace support this change removes entries from
the hash table as they become unused.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
(cherry picked from commit 6dbe8a1b9fd750b4c1bb600a0bb43129d95e6eca)
Nominated-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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SSO validation and other program interface queries want to see that
unsized (non-patch) TCS output/TES input arrays are implicitly sized
to gl_MaxPatchVertices.
By the time we create the program resource lists, we've sized the arrays
to their actual size. (We try to create TCS output arrays to match the
output patch size right away, and at this point, we should have shrunk
TES input arrays.) One option would be to keep them sized to
gl_MaxPatchVertices, and defer shrinking them. But that's a big change,
and I don't think it's a good idea.
Instead, this patch introduces a new ir_variable flag which indicates
the variable is implicitly to gl_MaxPatchVertices. Then, the linker
munges the types when creating the resource list, ignoring the size
in the IR's types. Basically, lie about it for resource queries.
It's ugly, but I think it ought to work.
We probably could use var->data.implicit_sized_array for this, but
I opted for a separate bit to try and avoid convoluting the existing
SSBO handling. They're similar in concept, but share none of the
same code...
Fixes:
ES31-CTS.core.tessellation_shader.single.xfb_captures_data_from_correct_stage
and the ES32-CTS and ESEXT-CTS variants.
v2: Add a comment (requested by Timothy, written by me).
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
(cherry picked from commit 173558445dce26ce641faf260a17696221acf23d)
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The next commit will use this in add_shader_variable - this just
separates out some of the mechanical changes for easier review.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
(cherry picked from commit 34fd2ffed8c7acfe1b19247eb3b98c3e754680b2)
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Once upon a time, this was used to extract prototypes from the shader
containing GLSL built-in functions. This was removed by f5692f45 in
November 2010 for Mesa 7.10.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Engestrom <eric@engestrom.ch>
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Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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Generally, we only check for the presence of compute shaders during
parsing when we find any language (like layout qualifiers) that are
specific to compute shaders, however, it is possible to define an
empty compute shader does not use any language specific to compute
shaders at all and we should fail the compilation anyway. dEQP checks
this.
This patch adds a check for compute shader availability after we have
parsed the source code. At this point we know the effective GLSL version
and also extensions enabled in the shader.
Fixes a subcase of the following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader
dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader
The tests still fail because there is one more subcase that fails that needs
another fix.
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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This has apparently never existed in GLSL ES.
Fixes dEQP-GLES3.functional.shaders.texture_functions.invalid
.textureoffset_sampler2darrayshadow_vec4_ivec2_vertex and
.textureoffset_sampler2darrayshadow_vec4_ivec2_fragment
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98244
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Several conformance tests violate this requirement:
ES31-CTS.core.tessellation_shader.max_patch_vertices
ES31-CTS.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through
I submitted a merge request to fix the conformance tests, but Khronos
opted to drop this GLSL ES specific requirement in favor of making flat
qualification of VS outputs optional, matching modern desktop GL.
Note that there were 7 Piglit tests which enforce this rule:
tests/spec/glsl-es-3.00/compiler/interpolation/qualifiers/*nonflat*
but these were deleted in Piglit commit acc0a2fabbd714bc704c16f1675e7c0.
Bugzilla: https://cvs.khronos.org/bugzilla/show_bug.cgi?id=15465#c7
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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CC glsl/tests/cache_test.o
glsl/tests/cache_test.c: In function ‘test_cache_create’:
glsl/tests/cache_test.c:160:4: error: implicit declaration of function ‘cache_destroy’ [-Werror=implicit-function-declaration]
cache_destroy(cache);
^
Fixes: 87ab26b2ab35 ("glsl: Add initial functions to implement an on-disk cache")
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Fixes following dEQP tests:
dEQP-GLES31.functional.debug.negative_coverage.callbacks.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.get_error.atomic_counter.atomic_precision
dEQP-GLES31.functional.debug.negative_coverage.log.atomic_counter.atomic_precision
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98131
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Changes make copy_propagation_elements pass faster, reducing link
time spent in test case of bug 94477. Does not fix the actual issue
but brings down the total time. No regressions seen in CI.
v2 (idr): Formatting / whitespace fixes. Embed the acp_ref in the
acp_entry.
v3 (idr): Delete unused copy constructor. Use while(pop_head) instead
of foreach() { remove }.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Tested-by: Aaron Watry <awatry@gmail.com>
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Commit 2ed17d46de045404042f13c6591895a1cf31b167 changed
nir_loop_first_cf_node and friends to return a nir_block instead of a
nir_cf_node. This broke one of the NIR control flow tests.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98128
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v2: - only add it if the ext is enabled (Ilia)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Compute shaders can now include a fixed local size as defined by
ARB_compute_shader or a variable size as defined by
ARB_compute_variable_group_size.
v2: - update formatting spec quotations (Ian)
- various cosmetic changes (Ian)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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The ARB_compute_variable_group_size specification explains that
when a compute shader includes both a fixed and a variable local
size, a compile-time error occurs.
v2: - update formatting spec quotations (Ian)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This is the new layout qualifier introduced by
ARB_compute_variable_group_size which allows to use a variable work
group size.
v4: - add missing '%s' in the monster format string
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This also initializes the default values for the standalone compiler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Now that the NIR casting functions have type assertions, we have a bunch of
assertions that aren't needed anymore.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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One of NIR's invariants is that control flow lists always start and end
with blocks. There's no good reason why we should return a cf_node from
these functions since we know that it's always a block. Making it a block
lets us remove a bunch of code.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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This makes calling nir_foo_as_bar a bit safer because we're no longer 100%
trusting in the caller to ensure that it's safe. The caller still needs to
do the right thing but this ensures that we catch invalid casts with an
assert rather than by reading garbage data. The one downside is that we do
use the casts a bit in nir_validate and it's not a validate_assert.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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glsl_print_type() prints arrays of arrays incorrectly. For example,
a type with name float[3][7] would be printed as float[7][3]. (This
is an array of length 3 containing arrays of 7 floats.) cdecl says
that the type name is correct.
glsl_print_type() doesn't really do anything above and beyond printing
type->name, and glsl_print_struct() wasn't used at all. So, drop them.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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Seems the last user of this was removed in 08bc74e69.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Tested-by: Mark Janes <mark.a.janes@intel.com>
Cc: "12.0" <mesa-dev@lists.freedestkop.org>
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v2: Delete some stray debug code notice by Iago.
v3: Massive rebase on new ir_function_signature::intrinsic_id mechanism.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [v1]
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
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Otherwise grepping for where atomic_counter_inc and friends are defined
is a very frustrating experience.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
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