| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This fixes assigning explicit locations in the CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-arrays-of-arrays
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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As suggested by Ian Romanick
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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The first level of indentation was using 4 spaces. Mesa uses 3.
Trivial.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
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process_parameters() will now be called earlier because we need
actual_parameters processed earlier so we can use it with
match_subroutine_by_name() to get the subroutine variable, we need
to do this inside the recursive function generate_array_index() because
we can't create the ir_dereference_array() until we have gotten to the
outermost array.
For the remainder of the array dimensions the type doesn't matter so we
can just use the existing _mesa_ast_array_index_to_hir() function to
process the ast.
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Check current_var directly instead of using the passed in record_type.
This fixes following failing CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-types-structs
No Piglit regressions.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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Explicit locations are only used with uniform variables.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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UniformRemapTable is used only for remapping user specified uniform
locations to driver internally used ones, shader storage buffer
variables should not utilize uniform locations.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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This is more practical and needed by gallium.
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Brian Paul <brianp@vmware.com>
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This also removes the validation from the parser as it is not required
and once arb_enhanced_layouts comes along we wont be able to do validation
on the stream qualifier in the parser anyway as it adds constant expression
support to the stream qualifier.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Cc: 11.0 <mesa-stable@lists.freedesktop.org>
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Fixes regression cased by bb5aeb854915ba67abc56257f830d002c956439e
We don't care about the swizzle when building the name so just skip over it.
Tested-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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This way we can have other stage-specific info without consuming too much
extra space. While we're at it, we make sure that the geometry info is
only set if we're actually a goemetry shader.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Undoes early hacks, and ensures nir/glsl_types.cpp is built once, and
only once.
The root problem is that SCons doesn't know about NIR nor any source
file in the NIR_FILES source list.
Tested with libgl-gdi and libgl-xlib scons targets.
Reviewed-by: Brian Paul <brianp@vmware.com>
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Fixes a regression added by bb5aeb854915ba67abc56257f830d002c956439e.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
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commit a6a6a71092ba912803ae2b47eb56e3afdf36feb5
Author: Rob Clark <robclark@freedesktop.org>
AuthorDate: Sat Oct 10 14:13:50 2015 -0400
glsl: (mostly) remove libglsl_util
Was a bit too ambitious on removal of libglsl_util.. it is still needed
by some of the tests.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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Now that NIR does not depend on glsl, we can (mostly[*]) get rid of the
libglsl_util hack.
[*] glsl_compiler is the one remaining user of libglsl_util
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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Move glsl_types into NIR, now that the dependency on glsl_symbol_table
has been split out.
Possibly makes sense to rename things at this point, but if we do that
I'd like to keep it split out into a separate patch to make git history
easier to follow (IMHO).
v2: fix android build
v3: I f***ing hate scons.. but at least it builds
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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Needed in NIR too, so move out of mesa/main/imports.c
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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First step at untangling NIR's dependency on glsl_types without bringing
in the dependency on glsl_symbol_table. The builtin types are now in
glsl_types (which will end up in NIR), but adding them to the symbol-
table stays in builtin_types.cpp (which will not be part of NIR).
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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Add missing enum to gl_system_value_name() and move VARYING_SLOT_MAX /
FRAG_RESULT_MAX / etc into shader_enums.h as suggested by Emil.
v2: add STATIC_ASSERT()'s
Reported-by: Emil Velikov <emil.l.velikov@gmail.com>
Acked-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Signed-off-by: Rob Clark <robclark@freedesktop.org>
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This was only being done in one of the two process methods.
Fixes an issue with samplers using the array size of a previous record.
Tested-by: Marek Olšák <marek.olsak@amd.com>
Cc: Jason Ekstrand <jason@jlekstrand.net>
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Cc: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
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has_shader_storage_buffer_objects() returns true also if the OpenGL
context is 4.30 or ES 3.1.
Previously, we were saying that all atomic*() GLSL builtin functions
for SSBOs were not available when OpenGL ES 3.1 context was in use.
Fixes 48 dEQP-GLES31 tests:
dEQP-GLES31.functional.ssbo.atomic.*
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Before d31f98a272e429d and 56e2bdbca36a20 we had a sigle index space for UBOs
and SSBOs, so NumBufferInterfaceBlocks would contain the combined number of
blocks, not just one kind. This means that for shader programs using both
UBOs and SSBOs, we were setting num_ssbos and num_ubos to a larger number than
we should. Since the above commits we have separate index spaces for each
so we can just get the right numbers.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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This has the better name to use. Aparently, sh->Name is usually 0.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Neil Roberts <neil@linux.intel.com>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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V3: use a check_*_allowed style function for requirements checking
rather than has_* which doesn't encapsulate the error message
V2: add missing 's' to the extension name in error messages
and add decimal place in version string
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
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Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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V2: split out unrelated change as suggested by Samuel
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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This adds support for setting up the UniformBlock structures for AoA
and also adds support for resizing AoA blocks with a packed layout.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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When checking for non-const indexing of interfaces
take into account arrays of arrays
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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V2: make array processing functions static
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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Add support for setting the max access of an unsized member
of an interface array of arrays.
For example ifc[j][k].foo[i] where foo is unsized.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Also add TODO comment about adding proper support
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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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>
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Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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This allows the correct offset to be calculated for use in indirect
indexing of samplers.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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Currently only one ir assignment is removed for each var in a single
dead code optimisation pass. This means if a var has more than one
assignment, then it requires all the glsl optimisations to be run again
for each additional assignment to be removed.
Another pass is also required to remove the variable itself.
With this change all assignments and the variable are removed in a single
pass.
Some of the arrays of arrays conformance tests that were looping
through 8 dimensions ended up with a var with hundreds of assignments.
This change helps ES31-CTS.arrays_of_arrays.InteractionFunctionCalls1
go from around 3 min 20 sec -> 2 min
ES31-CTS.arrays_of_arrays.InteractionFunctionCalls2 went from
around 9 min 20 sec to 7 min 30 sec
I had difficulty getting the public shader-db to give a consistent result
with or without this change but the results seemed unchanged at between
15-20 seconds.
Thomas Helland measured change with shader-db on his machine from
approx 117 secs to 112 secs.
V3: Simplify freeing of list as suggested by Ian, and spelling fixes.
V2: Add assert to be sure references are counted before assignments.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-By: Thomas Helland <thomashelland90@gmail.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
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V3: move patch after fixes to ast for AoA and add const to helper
as suggested by Ian
V2: move single dimensional array detection into a helper
Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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V2: Split out unsized array validation to its own patch as
suggested by Samuel.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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