The vertex shader lowering adds calculation for CLIPDIST, if needed
(ie. user-clip-planes), and the frag shader lowering adds conditional
kills based on CLIPDIST value (which should be treated as a normal
interpolated varying by the driver).
Note that this won't quite do the right thing in the face of MSAA plus
user-clip-planes, since all the samples would be killed or not (rather
than potentially only a portion of them). But it's better than no UCP
support at all for drivers that don't have this in hw.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
For lowering user-clip-planes, we need a way to pass the enabled/used
user-clip-planes in to shader.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Used internally in freedreno/ir3 to calc stream-out position. Seems
like a generic enough way to implement stream-out (using str instrs),
plus it avoids compiler warnings by sneaking in a non-enum value in
switch statements.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
The provided indices have the very nice property that if A dominates B then
A->index <= B->index. We should document that somewhere.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
As a bonus we get indirect support for arrays of arrays for free.
V5: couple of small clean-ups suggested by Jason.
V4: fix struct member location caclulation, use nir_ssa_def rather than
nir_src for the indirect as suggested by Jason
V3: Use nir_instr_rewrite_src() with empty src rather then clearing
the use_link list directly for the old indirects as suggested by Jason
V2: Fixed validation error in debug build
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.
V3: remove line wrap change from this patch
V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This is required so that the next patch can safely assign the slot id
to the var.
The ids are now assigned in the order we want before allocating storage
so there is no need to sort the storage array and move things around.
V2: rename variable to make code easier to follow as suggested by Jason
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This allows the correct offset to be easily calculated for indirect
indexing when a struct array contains multiple samplers, or any crazy
nesting.
The indices for the folling struct will now look like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 1 Name: s[1].tex
Sampler index: 2 Name: s[0].si.tex
Sampler index: 3 Name: s[1].si.tex
Sampler index: 4 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2
Before this change it looked like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 3 Name: s[1].tex
Sampler index: 1 Name: s[0].si.tex
Sampler index: 4 Name: s[1].si.tex
Sampler index: 2 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2
struct S_inner {
sampler2D tex;
sampler2D tex2;
};
struct S {
sampler2D tex;
S_inner si;
};
uniform S s[2];
V3: Update comments with suggestions from Jason
V2: rename struct array counter to have better name
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
v2: split out moving of FILE *fp into state structure into it's own
(more complete patch) to reduce the noise in this one
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Rename print_var_state to print_state, and stuff FILE ptr into the state
object. This avoids passing around an extra parameter everywhere.
v2: even more extensive conversion.. use state *everywhere* instead of
FILE ptr, and convert nir_print_instr() to use state as well
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
C++ gets cranky if we take references of temporaries. This isn't a problem
yet in master because nir_builder is never used from C++. However, it will
be in the future so we should fix it now.
Reviewed-by: Rob Clark <robclark@freedesktop.org>
Now that we have a replicating fdot instruction, we can actually coalesce
into the destinations of vec4 instructions. We couldn't really do this
before because, if the destination had to end up in .z, we couldn't
reswizzle the instruction. With a replicated destination, the result ends
up in all channels so we can just set the writemask and we're done.
Shader-db results for vec4 programs on Haswell:
total instructions in shared programs: 1747753 -> 1746280 (-0.08%)
instructions in affected programs: 143274 -> 141801 (-1.03%)
helped: 667
HURT: 0
It turns out that dot-products matter...
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Fortunately, nir_constant_expr already auto-splats if "dst" never shows up
in the constant expression field so we don't need to do anything there.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
The old pass blindly inserted a bunch of moves into the shader with no
concern for whether or not it was really needed. This adds code to try and
coalesce into the destination of the instruction providing the value.
Shader-db results for vec4 shaders on Haswell:
total instructions in shared programs: 1754420 -> 1747753 (-0.38%)
instructions in affected programs: 231230 -> 224563 (-2.88%)
helped: 1017
HURT: 2
This approach is heavily based on a different patch by Eduardo Lima Mitev
<elima@igalia.com>. Eduardo's patch did this in a separate pass as opposed
to integrating it into nir_lower_vec_to_movs.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Previously, we did this thing with keeping track of a separate start_idx
which was different from the iteration variable. I think this was a relic
of the way that GLSL IR implements writemasks. In NIR, if a given bit in
the writemask is unset then that channel is just "unused", not missing. In
particular, a vec4 operation with a writemask of 0xd will use sources 0, 2,
and 3 and leave source 1 alone. We can simplify things a good deal (and
make them correct) by removing this "compacting" step.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
v2 (Jason Ekstrand):
- Use nir_instr_rewrite_dest
- Pass the impl directly into lower_vec_to_movs_block
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Previously, we were passing the shader around, we were just calling it
"mem_ctx". However, the nir_shader is (and must be for the purposes of
mark-and-sweep) the mem_ctx so we might as well pass it around explicitly.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
We lower gl_LocalInvocationIndex based on the extension spec formula:
gl_LocalInvocationIndex =
gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
gl_LocalInvocationID.y * gl_WorkGroupSize.x +
gl_LocalInvocationID.x;
https://www.opengl.org/registry/specs/ARB/compute_shader.txt
We need to set this variable in main(), even if gl_LocalInvocationIndex
is not referenced by the shader. (It may be used by a linked shader.)
Therefore, we can't eliminate it as a dead variable.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
We initialize gl_GlobalInvocationID based on the extension spec
formula:
gl_GlobalInvocationID =
gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
https://www.opengl.org/registry/specs/ARB/compute_shader.txt
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Also rename to _mesa_get_main_function_signature.
We will call it near the end of compilation to insert some code into
main for initializing some compute shader global variables.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
We lower gl_GlobalInvocationID based on the extension spec formula:
gl_GlobalInvocationID =
gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID
https://www.opengl.org/registry/specs/ARB/compute_shader.txt
We need to set this variable in main(), even if gl_GlobalInvocationID
is not referenced by the shader. (It may be used by a linked shader.)
Therefore, we can't eliminate these as dead variables.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Rather than make yet another copy of channel(), let's move it into nir.
Signed-off-by: Rob Clark <robclark@freedesktop.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
As of a10d4937, we would really like things associated with an instruction
to be allocated out of that instruction and not out of the shader. In
particular, you should be passing the instruction that will ultimately be
holding the source into nir_src_copy rather than an arbitrary memory
context.
We also change the prototypes of nir_dest_copy and nir_alu_src/dest_copy to
explicitly take an instruction so we catch this earlier in the future.
Cc: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
We copy the output, make the old output the temporary, and give the
temporary a new name. The copy keeps the pointer to the old name. This
works just fine up until the point where we lower things to SSA and delete
the old variable and, with it, the name. Instead, we should re-parent to
the copy.
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
This makes it possible for NIR shaders to know the number of output
vertices and the number of invocations. Drivers could also access
these directly without going through gl_program.
We should probably add InputType and OutputType here too, but currently
those are stored as GL_* enums, and I wanted to avoid using those in
NIR, as I suspect Vulkan/SPIR-V will use different enums. (We should
probably make our own.)
We could add VerticesIn, but it's easily computable from the input
topology, so I'm not sure whether it's worth it. It's also currently
not stored in gl_shader (only gl_shader_program), which would require
changes to the glsl_to_nir interface or require us to store it there.
This is a bit of duplication of data...ideally, we would factor these
substructs out of gl_program, gl_shader_program, and nir_shader, creating
a gl_geometry_info class...but it would need to go in a new place (in
src/glsl?) that isn't mtypes.h nor nir.h.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
These provide a convenient way to do simple variable loads and stores.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Cuts compile/link time of the fragment shader in #91857 by 19%
(16.28 -> 13.05).
I didn't bother with the acp sets because they're smaller, but it
might be worth doing as well.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91857
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Cuts compile/link time of the fragment shader in bug #91857 by 31%
(31.79 -> 21.64). It has over 8,000 variables so linked lists are
terrible.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91857
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Will be used for textureSamples()
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa/src/glsl/nir/nir_lower_tex_projector.c: In function 'nir_lower_tex_projector_block':
mesa/src/glsl/nir/nir_lower_tex_projector.c:63:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < tex->num_srcs; i++) {
^
mesa/src/glsl/nir/nir_lower_tex_projector.c: In function 'nir_lower_tex_projector_block':
mesa/src/glsl/nir/nir_lower_tex_projector.c:114:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = proj_index + 1; i < tex->num_srcs; i++) {
^
mesa/src/glsl/nir/nir_lower_tex_projector.c: In function 'nir_lower_tex_projector_block':
mesa/src/glsl/nir/nir_lower_tex_projector.c:53:39: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (proj_index = 0; proj_index < tex->num_srcs; proj_index++) {
^
mesa/src/glsl/nir/nir_lower_tex_projector.c:57:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
if (proj_index == tex->num_srcs)
^
mesa/src/glsl/nir/nir_search.c: In function 'match_value':
mesa/src/glsl/nir/nir_search.c:84:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < num_components; ++i)
^
mesa/src/glsl/nir/nir_search.c: In function 'match_value':
mesa/src/glsl/nir/nir_search.c:110:28: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (int i = 0; i < num_components; ++i) {
^
mesa/src/glsl/nir/nir_search.c: In function 'match_value':
mesa/src/glsl/nir/nir_search.c:139:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
if (i < num_components)
^
mesa/src/glsl/nir/nir_opt_peephole_ffma.c: In function 'get_mul_for_src':
mesa/src/glsl/nir/nir_opt_peephole_ffma.c:130:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
for (unsigned i = 0; i < num_components; i++)
^
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
Reviewed-by: Jan Vesely <jan.vesely@rutgers.edu>
Reviewed-by: Emil Velikov <emil.l.velikov@gmail.com>