The ES31-CTS.compute_shader.pipeline-compute-chain test case generates
an unsigned index by using gl_LocalInvocationID.x and
gl_LocalInvocationID.y as array indices.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
The commit shown below caused compute shaders to hit the unreachable
in the default of the switch block. Since compute shaders don't have
any inputs, we can make brw_nir_lower_inputs a no-op for CS.
commit 2953c3d761
Author: Kenneth Graunke <kenneth@whitecape.org>
Date: Fri Aug 14 15:15:11 2015 -0700
i965/vs: Map scalar VS input locations properly; avoid tons of MOVs.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
pipe_surface_reference have problems with deleted contexts,
so use of pipe_surface_release might be more appropriate.
Fixes Wasteland 2 Director's Cut crash on start.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Brian Paul <brianp@vmware.com>
The split of Uniform blocks and shader storage block only loops
up to MESA_SHADER_FRAGMENT and igonres compute shaders.
This cause segfault when running the OpenGL ES 3.1 CTS tests
with GL_ARB_compute_shader enabled.
V2: Changed to use MESA_SHADER_STAGES instead of
MESA_SHADER_COMPUTE
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Signed-off-by: Marta Lofstedt <marta.lofstedt@linux.intel.com>
Patch moves existing calculation code from shader_query.cpp to happen
during program resource list creation.
No Piglit or CTS regressions were observed during testing.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Patch adds 2 new fields to gl_uniform_storage so that we don't need to
calculate these values during runtime shader queries. This is required by
upcoming changes to free GLSL IR after linking.
Patch moves 3 booleans inside structure so that structure size stays the
same after this change.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
We get these when we operate on vector variables with array accessors
(i.e. things like a[0] where 'a' is a vec4). When we call variable_referenced()
on these expressions we want to return a reference to 'a' instead of NULL.
This fixes a problem where we pass a[0] as the first argument to an atomic
SSBO function that expects a buffer variable. In order to check this, we use
variable_referenced(), but that is currently returning NULL in this case, since
the underlying rvalue is a vector_extract expression.
Tested-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
NIR is typeless so this is the only way to keep track of the
type to select the proper atomic to use.
v2:
- Use imin,imax,umin,umax for the intrinsic names (Connor Abbott)
- Change message for unreachable paths (Michael Schellenberger)
Tested-by: Markus Wick <markus@selfnet.de>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The variable 'i' is a value in [0, MAT_ATTRIB_MAX-1] so subtracting
VERT_ATTRIB_GENERIC0 gave a bogus value and we executed the default
switch clause for all loop iterations.
This doesn't fix any known issues but was clearly incorrect.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This is the result of applying several rules:
From OpenGL 4.3 spec, section 7.6.2.2 "Standard Uniform Block Layout":
"2. If the member is a two- or four-component vector with components
consuming N basic machine units, the base alignment is 2N or 4N,
respectively."
[...]
"4. If the member is an array of scalars or vectors, the base alignment
and array stride are set to match the base alignment of a single array
element, according to rules (1), (2), and (3), and rounded up to the
base alignment of a vec4."
[...]
"7. If the member is a row-major matrix with C columns and R rows, the
matrix is stored identically to an array of R row vectors with C
components each, according to rule (4)."
[...]
"When using the std430 storage layout, shader storage blocks will be
laid out in buffer storage identically to uniform and shader storage
blocks using the std140 layout, except that the base alignment and
stride of arrays of scalars and vectors in rule 4 and of structures in
rule 9 are not rounded up a multiple of the base alignment of a vec4."
In summary: vec2 has a base alignment of 2*N, a row-major mat2xY is
stored like an array of Y row vectors with 2 components each. Because
of std430 storage layout, the base alignment of the array of vectors
is not rounded up to vec4, so it is still 2*N.
Fixes 15 dEQP tests:
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x4
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x3
dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x4
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x3
dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x4
v2:
- Add spec quote in both commit log and code (Timothy)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
It has only minimal advantages for post processing and doesn't work with VCE.
Signed-off-by: Christian König <christian.koenig@amd.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Previously, ATTR was indexed by VERT_ATTRIB_* slots; at the end of
compilation, assign_vs_urb_setup() translated those into GRF units,
and converted ATTR to HW_REGs.
This patch moves the transslation earlier, making ATTR work in terms of
GRF units from the beginning. assign_vs_urb_setup() simply has to add
the number of payload registers and push constants to obtain the final
hardware GRF number. (We can't do this earlier as those values aren't
known.)
ATTR still supports reg_offset; however, it's simply added to reg.
It's not clear whether this is valuable or not.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The act of ensuring that there is space can cause a flush to happen,
which will emit the current screen fence. If that is the fence we're
trying to wait on, then it will have been emitted as a result of doing
the PUSH_SPACE. Don't attempt to emit it a second time.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Fixes: 8053c9208f (nouveau: avoid emitting new fences unnecessarily)
Cc: mesa-stable@lists.freedesktop.org
Fixes:
ES3-CTS.shaders.negative.constant_sequence
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.vert
spec/glsl-es-3.00/compiler/global-initializer/from-sequence.frag
v2: Fix a couple copy-and-paste mistake in the spec quotations.
Suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
This will be used in the next patch to enforce some language sematics.
v2: Fix inverted logic in
ast_function_expression::has_sequence_subexpression. The method
originally had a different name and a different meaning. I fixed the
logic in ast_to_hir.cpp, but I only changed the names in
ast_function.cpp.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
v2: Combine this check with the existing const and uniform checks. This
change depends on the previous patch (glsl: Only set
ir_variable::constant_value for const-decorated variables).
Fixes:
ES2-CTS.shaders.negative.initialize
ES3-CTS.shaders.negative.initialize
spec/glsl-es-1.00/compiler/global-initializer/from-attribute.vert
spec/glsl-es-1.00/compiler/global-initializer/from-uniform.vert
spec/glsl-es-1.00/compiler/global-initializer/from-uniform.frag
spec/glsl-es-1.00/compiler/global-initializer/from-global.vert
spec/glsl-es-1.00/compiler/global-initializer/from-global.frag
spec/glsl-es-1.00/compiler/global-initializer/from-varying.frag
spec/glsl-es-3.00/compiler/global-initializer/from-uniform.vert
spec/glsl-es-3.00/compiler/global-initializer/from-uniform.frag
spec/glsl-es-3.00/compiler/global-initializer/from-in.vert
spec/glsl-es-3.00/compiler/global-initializer/from-in.frag
spec/glsl-es-3.00/compiler/global-initializer/from-global.vert
spec/glsl-es-3.00/compiler/global-initializer/from-global.frag
Note: spec/glsl-es-3.00/compiler/global-initializer/from-sequence.*
still fail because the result of a sequence operator is still considered
to be a constant expression.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92304
Reviewed-by: Tapani Pälli <tapani.palli@intel.com> [v1]
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
Right now we're also setting for uniforms, and that doesn't seem to hurt
things. The next patch will make general global variables in GLSL ES,
and those definitely should not have constant_value set!
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
This even matches the comment "uniform initializers are precious, and
could get used by another stage."
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
This is the way layout(binding=xxx) works from GLSL. The old method
just happened to work (and significantly predated support for
layout(binding=xxx)), but future changes will break this.
v2: Remove some stale comments. Suggested by Matt and Chris Forbes.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
In d4a24745 (August 2012), Paul made functions calls not be constant
expressions in GLSL ES 1.00. Since this feature was added in desktop
GLSL 1.20, we believed that it was added in GLSL ES 3.00. That turns
out to be completely wrong. Built-in functions have always been allowed
as constant expressions in GLSL ES, and the patch adds the (many) spec
quotations to prove it.
While we never previously encountered this, a later patch enforces a GLSL
ES 1.00 rule that global variable initializers must be constant
expressions. Without this fix, several dEQP tests fail.
Fixes:
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-function.vert
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.frag
tests/spec/glsl-es-1.00/compiler/const-initializer/from-sequence-in-function.vert
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.0 10.1 10.2 10.3 10.4 10.5 10.6 11.0" <mesa-stable@lists.freedesktop.org>
Yes, I know we don't maintain stable branches that far back, but that
*is* how far back this bug goes!
Vertex attributes of different categories (constant/per-instance/
per-vertex) go into different buffers for translation, and this is now
properly reflected in the vertex buffers passed to the driver.
Fixes e.g. piglit's point-vertex-id divisor test.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Marek Olšák <marek.olsak@amd.com>