glsl/nir: Add a shared helper for building float64 shaders
Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -25,14 +25,18 @@
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*
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*/
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#include "float64_glsl.h"
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#include "glsl_to_nir.h"
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#include "ir_visitor.h"
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#include "ir_hierarchical_visitor.h"
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#include "ir.h"
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#include "program.h"
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#include "compiler/nir/nir_control_flow.h"
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#include "compiler/nir/nir_builder.h"
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#include "main/errors.h"
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#include "main/imports.h"
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#include "main/mtypes.h"
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#include "main/shaderobj.h"
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#include "util/u_math.h"
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/*
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@ -2324,3 +2328,40 @@ nir_visitor::visit(ir_barrier *)
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nir_intrinsic_instr_create(this->shader, nir_intrinsic_barrier);
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nir_builder_instr_insert(&b, &instr->instr);
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}
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nir_shader *
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glsl_float64_funcs_to_nir(struct gl_context *ctx,
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const nir_shader_compiler_options *options)
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{
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/* We pretend it's a vertex shader. Ultimately, the stage shouldn't
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* matter because we're not optimizing anything here.
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*/
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struct gl_shader *sh = _mesa_new_shader(-1, MESA_SHADER_VERTEX);
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sh->Source = float64_source;
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sh->CompileStatus = COMPILE_FAILURE;
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_mesa_glsl_compile_shader(ctx, sh, false, false, true);
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if (!sh->CompileStatus) {
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if (sh->InfoLog) {
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_mesa_problem(ctx,
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"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
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sh->InfoLog, float64_source);
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}
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return NULL;
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}
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nir_shader *nir = nir_shader_create(NULL, MESA_SHADER_VERTEX, options, NULL);
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nir_visitor v1(nir);
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nir_function_visitor v2(&v1);
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v2.run(sh->ir);
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visit_exec_list(sh->ir, &v1);
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/* _mesa_delete_shader will try to free sh->Source but it's static const */
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sh->Source = NULL;
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_mesa_delete_shader(ctx, sh);
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nir_validate_shader(nir, "float64_funcs_to_nir");
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return nir;
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}
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@ -40,6 +40,9 @@ nir_shader *glsl_to_nir(const struct gl_shader_program *shader_prog,
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gl_shader_stage stage,
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const nir_shader_compiler_options *options);
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nir_shader *glsl_float64_funcs_to_nir(struct gl_context *ctx,
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const nir_shader_compiler_options *options);
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#ifdef __cplusplus
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}
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#endif
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@ -54,6 +54,24 @@ _mesa_warning(struct gl_context *ctx, const char *fmt, ...)
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va_end(vargs);
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}
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void
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_mesa_problem(struct gl_context *ctx, const char *fmt, ...)
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{
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va_list vargs;
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(void) ctx;
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va_start(vargs, fmt);
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/* This output is not thread-safe, but that's good enough for the
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* standalone compiler.
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*/
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fprintf(stderr, "Mesa problem: ");
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vfprintf(stderr, fmt, vargs);
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fprintf(stderr, "\n");
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va_end(vargs);
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}
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void
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_mesa_reference_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program_data **ptr,
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@ -37,6 +37,9 @@
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extern "C" void
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_mesa_warning(struct gl_context *ctx, const char *fmtString, ... );
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extern "C" void
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_mesa_problem(struct gl_context *ctx, const char *fmtString, ... );
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extern "C" void
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_mesa_reference_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program_data **ptr,
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@ -43,7 +43,6 @@
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#include "compiler/glsl/program.h"
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#include "compiler/glsl/gl_nir.h"
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#include "compiler/glsl/glsl_to_nir.h"
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#include "glsl/float64_glsl.h"
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#include "brw_program.h"
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#include "brw_context.h"
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@ -76,51 +75,6 @@ brw_nir_lower_uniforms(nir_shader *nir, bool is_scalar)
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static struct gl_program *brwNewProgram(struct gl_context *ctx, GLenum target,
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GLuint id, bool is_arb_asm);
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static nir_shader *
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compile_fp64_funcs(struct gl_context *ctx,
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const nir_shader_compiler_options *options,
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void *mem_ctx,
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gl_shader_stage stage)
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{
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const GLuint name = ~0;
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struct gl_shader *sh;
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sh = _mesa_new_shader(name, stage);
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sh->Source = float64_source;
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sh->CompileStatus = COMPILE_FAILURE;
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_mesa_glsl_compile_shader(ctx, sh, false, false, true);
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if (!sh->CompileStatus) {
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if (sh->InfoLog) {
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_mesa_problem(ctx,
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"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
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sh->InfoLog, float64_source);
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}
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}
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struct gl_shader_program *sh_prog;
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sh_prog = _mesa_new_shader_program(name);
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sh_prog->Label = NULL;
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sh_prog->NumShaders = 1;
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sh_prog->Shaders = malloc(sizeof(struct gl_shader *));
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sh_prog->Shaders[0] = sh;
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struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
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linked->Stage = stage;
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linked->Program =
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brwNewProgram(ctx,
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_mesa_shader_stage_to_program(stage),
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name, false);
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linked->ir = sh->ir;
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sh_prog->_LinkedShaders[stage] = linked;
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nir_shader *nir = glsl_to_nir(sh_prog, stage, options);
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return nir_shader_clone(mem_ctx, nir);
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}
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nir_shader *
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brw_create_nir(struct brw_context *brw,
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const struct gl_shader_program *shader_prog,
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@ -160,9 +114,8 @@ brw_create_nir(struct brw_context *brw,
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if ((options->lower_doubles_options & nir_lower_fp64_full_software) &&
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nir->info.uses_64bit) {
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nir_shader *fp64 = compile_fp64_funcs(ctx, options, ralloc_parent(nir), stage);
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nir_validate_shader(fp64, "fp64");
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nir_shader *fp64 = glsl_float64_funcs_to_nir(ctx, options);
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ralloc_steal(ralloc_parent(nir), fp64);
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exec_list_append(&nir->functions, &fp64->functions);
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}
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@ -177,7 +177,7 @@ i965_oa_sources = custom_target(
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libi965 = static_library(
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'i965',
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[files_i965, i965_oa_sources, ir_expression_operation_h,
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xmlpool_options_h, float64_glsl_h],
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xmlpool_options_h],
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include_directories : [
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inc_common, inc_intel, inc_dri_common, inc_util, inc_include,
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],
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@ -48,7 +48,6 @@
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#include "compiler/glsl/ir.h"
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#include "compiler/glsl/ir_optimization.h"
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#include "compiler/glsl/string_to_uint_map.h"
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#include "compiler/glsl/float64_glsl.h"
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static int
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type_size(const struct glsl_type *type)
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@ -341,50 +340,6 @@ st_nir_opts(nir_shader *nir, bool scalar)
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} while (progress);
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}
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static nir_shader *
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compile_fp64_funcs(struct gl_context *ctx,
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const nir_shader_compiler_options *options,
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void *mem_ctx,
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gl_shader_stage stage)
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{
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const GLuint name = ~0;
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struct gl_shader *sh;
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sh = _mesa_new_shader(name, stage);
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sh->Source = float64_source;
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sh->CompileStatus = COMPILE_FAILURE;
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_mesa_compile_shader(ctx, sh);
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if (!sh->CompileStatus) {
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if (sh->InfoLog) {
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_mesa_problem(ctx,
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"fp64 software impl compile failed:\n%s\nsource:\n%s\n",
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sh->InfoLog, float64_source);
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}
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}
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struct gl_shader_program *sh_prog;
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sh_prog = _mesa_new_shader_program(name);
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sh_prog->Label = NULL;
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sh_prog->NumShaders = 1;
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sh_prog->Shaders = (struct gl_shader **)malloc(sizeof(struct gl_shader *));
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sh_prog->Shaders[0] = sh;
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struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
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linked->Stage = stage;
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linked->Program =
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ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
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name, false);
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linked->ir = sh->ir;
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sh_prog->_LinkedShaders[stage] = linked;
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nir_shader *nir = glsl_to_nir(sh_prog, stage, options);
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return nir_shader_clone(mem_ctx, nir);
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}
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/* First third of converting glsl_to_nir.. this leaves things in a pre-
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* nir_lower_io state, so that shader variants can more easily insert/
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* replace variables, etc.
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@ -426,10 +381,8 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
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nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
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if (nir->info.uses_64bit &&
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(options->lower_doubles_options & nir_lower_fp64_full_software) != 0) {
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nir_shader *fp64 =
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compile_fp64_funcs(st->ctx, options, ralloc_parent(nir),
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nir->info.stage);
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nir_validate_shader(fp64, "fp64");
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nir_shader *fp64 = glsl_float64_funcs_to_nir(st->ctx, options);
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ralloc_steal(ralloc_parent(nir), fp64);
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exec_list_append(&nir->functions, &fp64->functions);
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}
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