Since in the NIR case, driver takes ownership of the NIR shader, we need
to clone what is passed to the driver. Normally this is done as part of
creating the shader variant (where is clone is anyways needed). But
compute shaders have no variants, so we were cloning earlier.
The problem is that after the NIR linking optimizations, we ended up
cloning *before* all the lowering passes where done.
So move this into st_get_cp_variant(), to make compute shaders work more
like other shader stages.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
In case the IR is NIR, the driver takes reference to the nir_shader.
Also, because there are no variants, we need to clone the shader,
instead of sharing the reference with gl_program, which would result
in a double free in _mesa_delete_program().
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
We want to use nir_shader_gather_info() the GLSL IR version might
be including varyings that NIR later eliminates. To do this we
need to generate NIR before we we start using the in/out bitmasks.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This probably needs more work but this just add the initial
code to convert gs/tcs/tes nir based shaders in the state tracker.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
By design pixel shaders can have up to 3 variants:
* The standard one.
* glDrawPixels variant.
* glBitmap variant.
However "shader_has_one_variant" ignores this fact, and therefore
st_update_fp would select the wrong variant if glDrawPixels or glBitmap
was ever called.
This patch fixes the problem. If the standard variant has been created,
calling glDrawPixels or glBitmap will append the variant to the second
entry of the linked list, so that st_update_fp still selects the right
one if shader_has_one_variant is set.
If the standard variant hasn't been created yet and glDrawPixel/Bitmap
has been called, st_update_fp will will see this and take the slow path
instead. The standard variant will then be added at the front of the
linked list, so that the next time the fast path is taken.
Blender in particular is hit by this bug.
v2: Marek - cosmetic changes
Fixes https://bugs.freedesktop.org/show_bug.cgi?id=101596
Signed-off-by: Marek Olšák <marek.olsak@amd.com>
We have to mark the additional shader input as used, otherwise it will
be eliminated, and we have to setup its index correctly.
This is a bit of a hack, but so is everything surrounding edgeflag
passthrough.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
We want to use this in the new tgsi shader cache so we move it here
and make it available externally.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
There are some line wrapping violations here but those lines will get
deleted in the following patch.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Now that the i965 backend doesn't depend on this field we can
make it more generic and short circuit a bunch of code paths.
The new field will be used in a following patch for another
clean-up.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Annoyingly, SPIR-V lets you specify all of these fields in either the
TCS or TES, which means that we need to be able to store all of them
for either shader stage. Putting them in a union won't work.
Combining both is an easy solution, and given that the TCS struct only
had a single field, it's pretty inexpensive.
This patch renames the combined struct to "tess" to indicate that it's
for tessellation in general, not one of the two stages.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
The vertex order is either clockwise or counterclockwise. We can just
store a "ccw" boolean rather than GLenum values. I don't want to use
GLenums in a Vulkan driver, and even in GL a simple boolean works fine.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This will help allow us to store gl_program in the CurrentProgram array rather
than gl_shader_program which will allow a bunch of simplifications.
Note that we make LinkedTransformFeedback a pointer so we don't waste
memory creating a struct for each stage. We also store a pointer to
the gl_program that will contain the pointer in gl_shader_program so
we can get easy access to the correct stage.
Reviewed-by: Eric Anholt <eric@anholt.net>
It's common for games to compile 2000 programs or more so at
32bits x 2000 programs x 22 fields x 2 (at least) stages
This should give us something like 352 kilobytes in savings
once we add some more glsl only fields.
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
And set outputs written directly in shader_info.
st/mesa changes where:
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
And set set inputs_read directly in shader_info.
To avoid regressions between changes this change is a squashed
version of the following patches.
st/mesa changes where:
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Here we move OriginUpperLeft and PixelCenterInteger into gl_program
all other fields have been replace by shader_info.
V2: Don't use anonymous union/structs to hold vertex/fragment fields
suggested by Ian.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Note we access shader_info from the program struct rather than the
nir_shader pointer because shader cache won't create a nir_shader.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Rather then messing around creating bitfields and arrays to store
the interpolation location just translate it on the fly.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
A following patch is going to merge the gl_fragment_program struct into
a common gl_program and we want to avoid all stages having this array.
V2: use TGSI_INTERPOLATE_COUNT as the temporary placeholder. Suggested by
Marek.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Properly handle the case where there is a gap in the assigned output locations,
e.g. a fragment shader writes to color buffer 2 but not to color buffers 0 & 1.
Fixes GL45-CTS.gtf33.GL3Tests.explicit_attrib_location.explicit_attrib_location_pipeline.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Support multi-planar YUV for external EGLImage's (currently just in the
dma-buf import path) by lowering to multiple texture fetch's for each
plane and CSC in shader.
There was some discussion of alternative approaches for tracking the
additional UV or U/V planes:
https://lists.freedesktop.org/archives/mesa-dev/2016-September/127832.html
They all seemed worse than pipe_resource::next
Signed-off-by: Rob Clark <robdclark@gmail.com>