Age | Commit message (Collapse) | Author |
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This increases the chance that GLSL programs will actually work.
Note that continues and returns are not yet lowered, so linking
will just fail if not supported.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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This effectively reverts b6f15869b324ae64a00d0fe46fa3c8c62c1edb6c.
In desktop GLSL, defining a function with the same name as a built-in
hides that built-in function completely, so there would never be
built-in and user function signatures in the same ir_function.
However, in GLSL ES, overloading built-ins is allowed, and does not
hide the built-in signatures - so we're back to needing this.
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Fixes an assert (min_version >= 110) which was no longer correct, and
also prohibits linking ES2 shaders with non-ES2 shaders. I'm not
positive this is correct, but the specification doesn't seem to say.
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Otherwise spring 0.82+.4.0 crashes when starting a game
because prog->_LinkedShaders[0] is NULL.
This also fixes piglit test cases glsl-link-empty-prog-0[12].
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Fixes piglit test case glsl-array-varying-01.
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If two shaders contain variables declared with array types that have
the same base type but one is sized and the other is not, linking
should succeed. I'm not super pleased with the way this is
implemented, and I am more convinced than ever that we need more
linker tests. We especially need "negative" tests.
Fixes bugzilla #29697 and piglit test glsl-link-array-01.
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Also rename it to "is_builtin" for consistency.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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Fixes: glsl-fs-uniform-array-4.
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This is a step towards making the linker code usable as our uniform
setup, instead of having it wedged into ir_to_mesa.cpp.
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Make glsl include only main/core.h from core mesa.
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Fixes: glsl-vs-position-outval. Bug #28138 (regnum online)
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Fixes glsl-getactiveuniform-array-size.
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Fixes double-free since the fix to free all of the uniform list.
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Fixes piglit test case glsl-vs-ff-frag and bugzilla #29623.
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These are passes that we expect all codegen to be happy with. The
other lowering passes for Mesa IR are moved to the Mesa IR generator.
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If gl_Vertex is not used in the shader, then attribute location 0 is
available for use.
Fixes piglit test case glsl-getattriblocation (bugzilla #29540).
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All the current HW backends transform subtract to adding the negation,
so I haven't bothered peepholing it back out in Mesa IR. This allows
some subtract of subtract to get removed in ir_algebraic.
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Whereas constant folding evaluates constant expressions at rvalue
nodes, constant propagation tracks constant components of vectors
across execution to replace (possibly swizzled) variable dereferences
with constant values, triggering possible constant folding or reduced
variable liveness.
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Fixes glean shaderAPI.
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Fixes ir_to_mesa handling of unop_log, which used the weird ARB_vp LOG
opcode that doesn't do what we want. This also lets the multiplication
coefficients in there get constant-folded, possibly.
Fixes:
glsl-fs-log
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This doesn't do anything if your structure goes through an uninlined
function call or if whole-structure assignment occurs. As such, the
impact is limited, at least until we do some global copy propagation
to reduce whole-structure assignment.
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For a shader involving many small functions, this avoids running
optimization across all of them after they've been inlined
post-linking.
Reduces the runtime of linking and running a fragment shader from Yo
Frankie from 1.6 seconds to 0.9 seconds (-44.9%, +/- 3.3%).
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I introduced this for ir_dead_code to distinguish function parameter
outvals from varying outputs. Only, since ast_to_hir's
current_function is unset when setting up function parameters (they're
needed for making the function signature in the first place), all
function parameter outvals were marked as shader outputs anyway. This
meant that an inlined function's cloned outval was marked as a shader
output and couldn't be dead-code eliminated. Instead, since
ir_dead_code doesn't even look at function parameters, just use
var->mode.
The longest Mesa IR coming out of ir_to_mesa for Yo Frankie drops from
725 instructions to 636.
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Mesa will do the mapping at _mesa_add_sampler() time. Fixes assertion
failures in debug builds, which might have caught real problems with
multiple samplers linked in a row.
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In most cases, we needed to be reparenting the cloned IR to a
different context (for example, to the linked shader instead of the
unlinked shader), or optimization before the reparent would cause
memory usage of the original object to grow and grow.
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Linking brings in inlining of builtins, so we weren't catching the
(rcp(/sqrt(x)) -> rsq(x)) without it.
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Fixes:
glsl1-varying read but not written
glsl1-varying var mismatch
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This fixes an assertion failure in ir_to_mesa, and the varying won't
take up varying space.
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I managed to revert the change from unlinked at some point while
cleaning up the changes. glsl-fs-raytrace-bug27060 drops from 389
instructions to 370.
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glsl-fs-raytrace-bug27060 goes from 485 Mesa IR instructions to 389
before Mesa IR optimization.
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This pulls in multiple i965 driver fixes which will help ensure better
testing coverage during development, and also gets past the conflicts
of the src/mesa/shader -> src/mesa/program move.
Conflicts:
src/mesa/Makefile
src/mesa/main/shaderapi.c
src/mesa/main/shaderobj.h
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This is an invasive set of changes. Each user shader tracks a set of other
shaders that contain built-in functions. During compilation, function
prototypes are imported from these shaders. During linking, the
shaders are linked with these built-in-function shaders just like with
any other shader.
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The lowering code should probably be moved elsewhere.
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This is quite a large patch because breaking it into smaller pieces
would result in the tree being intermitently broken. The big changes
are:
* Add the ir_var_temporary variable mode
* Change the ir_variable constructor to take the mode as a
parameter and correctly specify the mode for all ir_varables.
* Change the linker to not cross validate ir_var_temporary
variables.
* Change the linker to pull all ir_var_temporary variables from
global scope into 'main'.
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This is now handled in link_intrastage_shaders.
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This handles the easy case of linking a function in a different
compilation unit that doesn't call any functions or reference any
global variables.
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The node being processed may be removed from the list and put in a
different list. Not using the safe version caused list processing to
change streams after moving a node.
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For the shader containing 'main', use the linked shader (i.e., the
clone of the original shader that contained main) as the source for
global instructions to move into main.
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This almost fixes glsl-unused-varying, except that the used varying
gets assigned to the first varying slot (position).
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