glsl: Ignore redundant prototypes after a function's been defined.
Consider the following shader:
vec4 f(vec4 v) { return v; }
vec4 f(vec4 v);
The prototype exactly matches the signature of the earlier definition,
so there's absolutely no point in it. However, it doesn't appear to
be illegal. The GLSL 4.30 specification offers two relevant quotes:
"If a function name is declared twice with the same parameter types,
then the return types and all qualifiers must also match, and it is the
same function being declared."
"User-defined functions can have multiple declarations, but only one
definition."
In this case the same function was declared twice, and there's only one
definition, which fits both pieces of text. There doesn't appear to be
any text saying late prototypes are illegal, so presumably it's valid.
Unfortunately, it currently triggers an assertion failure:
ir_dereference_variable @ <p1> specifies undeclared variable `v' @ <p2>
When we process the second line, we look for an existing exact match so
we can enforce the one-definition rule. We then leave sig set to that
existing function, and hit sig->replace_parameters(&hir_parameters),
unfortunately nuking our existing definition's parameters (which have
actual dereferences) with the prototype's bogus unused parameters.
Simply bailing out and ignoring such late prototypes is the safest
thing to do.
Fixes Piglit's late-proto.vert as well as 3DMark/Ice Storm for Android.
NOTE: This is a candidate for stable branches.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
Reviewed-by: Ian Romanick <idr@freedesktop.org>
build: Remove libws_xlib.la from GALLIUM_PIPE_LOADER_LIBS.
The three users of GALLIUM_PIPE_LOADER_LIBS (OpenCL, gallium-gbm,
gallium tests) don't appear to need libws_xlib.la.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
It guarded the function prototype of pipe_loader_sw_probe, whose use (in
pipe_loader.c) and definition (in pipe_loader_sw.c) were not guarded.
Both are built into libpipe_loader.la if HAVE_LOADER_GALLIUM, which is
enable_gallium_loader in configure.ac.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
build: Rename PIPE_LOADER_HAVE_XCB to HAVE_PIPE_LOADER_XCB.
For consistency, since we already have HAVE_PIPE_LOADER_{SW,DRM}.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Added in e1364530 but never used.
Tested-by: Tom Stellard <thomas.stellard@amd.com>
Tested-by: Aaron Watry <awatry@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
i965: Stop passing num_samples to intel_miptree_alloc_hiz().
The number of samples is already available in the miptree data
structure, so there's no need to pass it in.
I suspect this may fix a subtle bug because in one case
(intel_renderbuffer_update_wrapper) we were always passing zero for
num_samples, even though the buffer in question was not guaranteed to
be single-sampled. But I wasn't able to find a failing test case.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Technically it's legal for geometry shader to not emit any
vertices. It's silly, but perfectly legal, so lets make draw
stop crashing if it happens.
Signed-off-by: Zack Rusin <zackr@vmware.com>
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
i965: Implement color clears using a simple shader in blorp.
The upside is less CPU overhead in fiddling with GL error handling, the
ability to use the constant color write message in most cases, and no GLSL
clear shaders appearing in MESA_GLSL=dump output. The downside is more
batch flushing and a total recompute of GL state at the end of blorp.
However, if we're ever going to use the fast color clear feature of CMS
surfaces, we'll need this anyway since it requires very special state
setup.
This increases the fail rate of some the GLES3conform ARB_sync tests,
because of the initial flush at the start of blorp. The tests already
intermittently failed (because it's just a bad testing procedure), and we
can return it to its previous fail rate by fixing the initial flush.
Improves GLB2.7 performance 0.37% +/- 0.11% (n=71/70, outlier removed).
v2: Rename the key member, use the core helper for sRGB, and use
BRW_MASK_* enums, fix comment and indentation (review by Paul).
v3: Rewrite a comment, drop a silly temporary variable (review by Ken)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
mesa: Make a Mesa core function for sRGB render encoding handling.
v2: const-qualify ctx, and add a comment about the function (recommended
by Brian and Kenneth).
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
Improves GLB2.7 performance 0.13% +/- 0.09% (n=104/105, outliers removed).
More importantly, once color glClear()s are done through blorp in the next
commit, this reduces regression in GLES3 conformance tests that rely on
queueing up many glClear()s and having the GPU report being still busy in
an ARB_sync query after that.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Collects various statistical information for each shader
and total stats for contexts.
Printed with R600_DEBUG=sb,sbstat
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
In some cases we use value::gvn_source field to link values that
are known to be equal before gvn pass (e.g. results of DOT4 in different
slots of the same alu group), but then source value may become dead later
and this confuses further passes.
This patch resets value::gvn_source to NULL in the dce_cleanup pass
if it points to dead value.
Fixes segfault during shader optimization with ETQW.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
r600g/sb: use simple heuristic to limit register pressure
It's not a complete register pressure tracking, yet it helps to prevent
register allocation problems in some cases where they were observed.
The problems are uncovered by false dependencies between fetch instructions
introduced by some recent changes in TGSI and/or default backend.
Sometimes we have code like this:
...
SAMPLE R5.xyzw, R5.xyzw
... store R5.xyzw somewhere
MOV R5.x, <next x coord>
MOV R5.y, <next y coord>
SAMPLE R5.xyzw, R5.xyzw
... <may be repeated a lot of times>
With 2D resources, z and w in SAMPLE src reg aren't used and can be simply
masked, but shader backend doesn't have this information, so it's
considered as data dependency by optimization algorithms.
This results in more clean shader code and may improve the quality of
optimized code produced by r600-sb due to eliminated false dependencies
in some cases.
Signed-off-by: Vadim Girlin <vadimgirlin@gmail.com>
The remaining bits happen to do nothing that
_swrast_span_render_start()/finish() don't do.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
intel: Move the S8 offset calc function near its remaining usage.
It's not really span code ever since we stopped using spans for S8.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
intel: Ensure renderbuffers are current when mapping them.
In the case of renering to windows in X, we would render to stale buffers
(or not render at all!) if you hit a MapRenderbuffer as the first thing
done to your window after new buffers are ready to be collected in DRI2.
I think this also covers the weird comment about irb->mt being missing
sometimes.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
mesa: Add a clarifying comment about rowStride of compressed textures.
I always forget how we do this for compressed textures.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
swrast: Always use MapTextureImage for mapping textures for swrast.
Now that everything goes through ImageSlices[], we can rely on the
driver's existing texture mapping function.
A big block of code goes away on Radeon that looks like it was to deal with
the validate that happened at SpanRenderStart, which no longer occurs since we
don't need validation for the MapTextureImage hook.
v2: Rewrite comment about ImageSlices, fix duplicated swImages, touch up
unmap loop.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (v1)
Reviewed-by: Brian Paul <brianp@vmware.com>
nouveau: Replace swrast_texture_image->Map usage with ->Buffer.
This code is trying to deal with providing a map in the case that
AllocTexImageBuffer was called, which is hooked up to the swrast variant.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
nouveau: Just use MapTextureImage instead of duplicating the logic.
MapTextureImage has the exact same logic, except it can also handle
swrast-allocated buffers.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>