We change glsl_to_nir to provide derefs for bot textures and samplers
while we're at it. This makes the lowering much easier since we only
either replace sources or remove them.
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
To simplify the transition, and make things bisectable, split out a
legacy copy or lower_samplers. This way the i965 and gallium drivers
can independently switch over to deref instructions.
Since the lower_samplers_as_deref pass is only used by gallium drivers,
it can be converted in lock-step with moving the lower_deref_instrs
pass, and so does not need a corresponding _legacy clone.
This legacy pass will be removed in a future commit.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit completely reworks function calls in NIR. Instead of having
a set of variables for the parameters and return value, nir_call_instr
now has simply has a number of sources which get mapped to load_param
intrinsics inside the functions. It's up to the client API to build an
ABI on top of that. In SPIR-V, out parameters are handled by passing
the result of a deref through as an SSA value and storing to it.
This virtue of this approach can be seen by how much it allows us to
delete from core NIR. In particular, nir_inline_functions gets halved
and goes from a fairly difficult pass to understand in detail to almost
trivial. It also simplifies spirv_to_nir somewhat because NIR functions
never were a good fit for SPIR-V.
Unfortunately, there is no good way to do this without a mega-commit.
Core NIR and SPIR-V have to be changed at the same time. This also
requires changes to anv and radv because nir_inline_functions couldn't
handle deref instructions before this change and can't work without them
after this change.
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Non-intrinsic function handling has never actually been tested and
probably doesn't work. Just get rid of it for now. We can always add
it back in later if it's useful.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be removed at the end of the transition, but add some tracking
plus asserts to help ensure that lowering passes are called at the
correct point (pre or post deref instruction lowering) as passes are
converted and the point where lower_deref_instrs() is called is moved.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Rob Clark <robdclark@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Acked-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This function is equivalent to the linker.cpp
build_program_resource_list() but will extract the resources from NIR
shaders instead.
For now, only uniforms and program inputs are implemented.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: remove support for inputs, that is still WIP (spotted by Timothy
Arceri)
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
So it could be used by the GLSL and NIR linker.
v2: (Timothy Arceri)
* Moved from compiler to compiler/glsl
* Method renamed to link_util_add_program_resource
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This is based on link_uniform_initializers.cpp.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This function will be the entry point for linking the uniforms from
the nir_shader objects associated with the gl_linked_shaders of a
program.
This patch includes initial support for linking uniforms from NIR
shaders. It is tailored for the ARB_gl_spirv needs, and it is far from
complete, but it should handle most cases of uniforms, array
uniforms, structs, samplers and images.
There are some FIXMEs related to specific features that will be
implemented in following patches, like atomic counters, UBOs and
SSBOs.
Also, note that ARB_gl_spirv makes mandatory explicit location for
normal uniforms, so this code only handles uniforms with explicit
location. But there are cases, like uniform atomic counters, that
doesn't have a location from the OpenGL point of view (they have a
binding), but that Mesa assign internally a location. That will be
handled on following patches.
A nir_linker.h file is also added. More NIR-linking related API will
be added in subsequent patches and those will include stuff from Mesa,
so reusing nir.h didn't seem a good idea.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: sets var->driver.location if the uniform was found from a previous
stage (Neil Roberts).
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Linker utilities common to the GLSL IR and NIR linker (the latter to
be used for ARB_gl_spirv).
We need to move it to a new header as the NIR linker doesn't need to
know about ir_variable, and others, included at linker.h.
v2: move from src/compiler to src/compiler/glsl (Timothy Arceri)
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Vulkan has the concept of separate image and sampler objects in the
SPIR-V code whereas GL conflates them into one. nir_lower_samplers
contains an assert to verify that sampler operand is not being set on
the nir instruction. However when the code comes from spirv_to_nir the
sampler operand is always set. GL_arb_gl_spirv explicitly states that
OpTypeSampler is not supported so it retains the GL behaviour of not
being able to seperate them. Therefore the sampler will always be the
same as the texture. This GL version of the lowering code ignores
instr->sampler and sets instr->sampler_index to the same value as
instr->texture_index. Some other places in the code (such as in
nir_print) assume that once the instruction is lowered then both
instr->texture and instr->sampler will be NULL, so to keep this
behaviour we now set instr->sampler to NULL after ignoring it to fill
in instr->sampler_index.
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This is copied from the corresponding value in ir_variable. The
intention is to eventually use it in a pure-NIR linker.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
With the recent rework of converting the shell script to a python one
the check for actual tests was dropped.
Bring that back, since it was explicitly added considering we had a ~2
year period, during which the tests were not run.
v2: use raise Exception() over print() & return false (Dylan)
Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Bring back the "detection" of the said variables, to allow
standalone execution.
Fixes: db8cd8e367 ("glcpp/tests: Convert shell scripts to a python
script")
Cc: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
As of recently both of these have been reworked so they invoke a python
script. At the same time the latter can be executed with the combined
arguments of both scripts.
AKA we no longer need to have them separate.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
The prog->Shaders[i]->IsES check was accidentally removed causing
ES linking rules to be applied to desktop GLSL.
Fixes: 725b1a406d ("mesa/util: add allow_glsl_relaxed_es driconfig override")
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Google Earth VR shaders uses builtins in constant expressions with
GLSL 1.10. That feature wasn't allowed until GLSL 1.20.
Reviewed-by: Dave Airlie <airlied@redhat.com>
Since SSBOs can be written by a different GPU thread, copy propagating a
read can cause the value to magically change. SSBO reads are also very
expensive, so doing it twice will be slower.
The same shader was helped by this patch and the previous.
Haswell, Broadwell, and Skylake had similar results. (Skylake shown)
total instructions in shared programs: 14399119 -> 14399113 (<.01%)
instructions in affected programs: 683 -> 677 (-0.88%)
helped: 1
HURT: 0
total cycles in shared programs: 532973113 -> 532971865 (<.01%)
cycles in affected programs: 524666 -> 523418 (-0.24%)
helped: 1
HURT: 0
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
Since SSBOs can be written by other GPU threads, copy propagating a read
can cause the value to magically change. SSBO reads are also very
expensive, so doing it twice will be slower.
Haswell, Broadwell, and Skylake had similar results. (Skylake shown)
total instructions in shared programs: 14399120 -> 14399119 (<.01%)
instructions in affected programs: 684 -> 683 (-0.15%)
helped: 1
HURT: 0
total cycles in shared programs: 532978931 -> 532973113 (<.01%)
cycles in affected programs: 530484 -> 524666 (-1.10%)
helped: 1
HURT: 0
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=106774
GLSL 4.60 offically added this but games and older CTS suites actually
had shaders that did this, we may as well enable it everywhere.
Adding stable because it appears apps in the wild do this.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: <mesa-stable@lists.freedesktop.org>
Implement ir_binop_vector_extract using NIR operations. Based on SPIR-V
to NIR approach.
This fixes:
dEQP-GLES3.functional.shaders.indexing.moredynamic.with_value_from_indexing_expression_fragment
Piglit's glsl-fs-vec4-indexing-8.shader_test
CC: mesa-stable@lists.freedesktop.org
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral <itoral@igalia.com>
This extension provides new GLSL built-in functions
beginInvocationInterlockARB() and endInvocationInterlockARB()
that delimit a critical section of fragment shader code. For
pairs of shader invocations with "overlapping" coverage in a
given pixel, the OpenGL implementation will guarantee that the
critical section of the fragment shader will be executed for
only one fragment at a time.
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
`dep_valgrind != []` now (0.45) produces a warning that is quite explicit:
WARNING: Trying to compare values of different types (DependencyHolder, list) using !=.
The result of this is undefined and will become a hard error in a future Meson release.
`dep_valgrind = []` used to be the recommended way to deal with
non-existant dependency, but these don't work with `.found()`, so now
the recommended way is to declare a impossible dependency, which
null_dep does for us in Mesa.
In short, we don't need and shouldn't check for `!= []` anywhere anymore.
Reviewed-by: Dylan Baker <dylan@pnwbakers.com>
Signed-off-by: Eric Engestrom <eric.engestrom@intel.com>
To silence warnings about unhandled switch values.
Untested otherwise.
v2: move the INT/UINT8 cases after the INT/UINT16 cases, per Eric.
Reviewed-by: Eric Anholt <eric@anholt.net>
With this we should have no passes in src/compiler/nir with any
dependencies on headers from core GL Mesa.
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Patch enables use of short and unsigned short data for texture uploads,
rendering and reading of framebuffers within the restrictions specified
in GL_EXT_texture_norm16 spec.
Patch also enables those 16bit format layout qualifiers listed in
GL_NV_image_formats that depend on EXT_texture_norm16.
v2: expose extension with dummy_true
fix layout qualifier map changes (Ilia Mirkin)
v3: use _mesa_has_EXT_texture_norm16, other fixes
and cleanup (Ilia Mirkin)
v4: fix rest of the issues found
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
GLSL 4.6 spec describes hex constant as:
hexadecimal-constant:
0x hexadecimal-digit
0X hexadecimal-digit
hexadecimal-constant hexadecimal-digit
Right now if you have a shader with the following structure:
#if 0X1 // or any hex number with the 0X prefix
// some code
#endif
the code between #if and #endif gets removed because the checking is performed
only for "0x" prefix which results in strtoll being called with the base 8 and
after encountering the 'X' char the strtoll returns 0. Letting strtoll detect
the base makes this limitation go away and also makes code easier to read.
From the strtoll Linux man page:
"If base is zero or 16, the string may then include a "0x" prefix, and the
number will be read in base 16; otherwise, a zero base is taken as 10 (decimal)
unless the next character is '0', in which case it is taken as 8 (octal)."
This matches the behaviour in the GLSL spec.
This patch also adds a test for uppercase hex prefix.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This ports glcpp-test.sh and glcpp-test-cr-lf.sh to a python script that
accepts arguments for each line ending type. This should allow for
better reporting to users.
v2: - Use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This patch converts optimization-test.sh to python, in this process it
removes external shell dependencies including diff. It replaces the
python script that generates shell scripts with a python library that
generates test cases and runs them using subprocess.
v2: - use $PYTHON2 to be consistent with other tests in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
This reimplements the test in python with a shell script wrapper that
allows autotools to continue to run the test without realizing that
anything has changed.
Using python has two advantages, first it's portable so this test can be
run on windows as well as Linux since it just requires python, no more
diff, pwd or sh. It's also no longer tied to autotools implementation
details, like the environment variables $srcdir and $abs_builddir,
though the autotools shell wrapper still uses those, which makes it
possible to run the test in meson.
v2: - Use $PYTHON2 in script to be consistent with other scripts in mesa
Signed-off-by: Dylan Baker <dylan.c.baker@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
fixes warnings like this:
[184/1137] Compiling C++ object 'src/compiler/glsl/glsl@sta/lower_jumps.cpp.o'.
In file included from ../src/mesa/main/mtypes.h:48,
from ../src/compiler/glsl_types.h:149,
from ../src/compiler/glsl/lower_jumps.cpp:59:
../src/compiler/glsl/lower_jumps.cpp: In member function '{anonymous}::block_record {anonymous}::ir_lower_jumps_visitor::visit_block(exec_list*)':
../src/compiler/glsl/list.h:650:17: warning: unnecessary parentheses in declaration of 'node' [-Wparentheses]
for (__type *(__inst) = (__type *)(__list)->head_sentinel.next; \
^
../src/compiler/glsl/lower_jumps.cpp:510:7: note: in expansion of macro 'foreach_in_list'
foreach_in_list(ir_instruction, node, list) {
^~~~~~~~~~~~~~~
Signed-off-by: Marc Dietrich <marvin24@gmx.de>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
ir_binop_gequal needs to be converted to nir_op_sge when native integers
are not supported in the driver.
Otherwise it becomes no different than ir_binop_less after the
conversion.
Signed-off-by: Erico Nunes <nunes.erico@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
THIS is a macro in one of the MSVC header files. It's also a token
in the GLSL lexer. This causes a compilation failure with MSVC.
This issue seems to be newly exposed after the recent mtypes.h removal
patches.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>