Add flags tgsi,glsl,stream, and shader and change the corresponding
logging code.
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
It is not necessary to emit both statements, and on a GLES 3.1 host that doesn't
support ARB_gpu_shader5 this actually breaks some shaders.
Fixes: 36c919e139
shader: rework precise-emitting for built-ins
Fixes on the softpipe host driver:
dEQP-GLES3.functional.shaders.qualification_order.variables.
valid.invariant_interp_storage
valid.invariant_interp_storage_precision
valid.invariant_storage
valid.invariant_storage_precision
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
operations
The GLES 3.1 standard already requires support for shadow samplers,
components, and offsets, so it is not needed to specify the requirement
for the extensions.
Closes: #40
Out of the tests that pass on the softpipe host and fail when runing it
through vtest/host:gles-softpipe this fixes the failures:
dEQP-GLES31.functional.texture.gather.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
TGSI defines TGSI_SEMANTIC_SAMPLEPOS as a 4-component vector with
Z and W set to 0. However, if we ever try to reach thez and w
compoents, we run into trouble because this is implemented as a
swizzle on gl_SamplePosition instead. And gl_SamplePosition only
has x and y.
It seems that recent versions of mesa does just this, causing
shader-compilation errors during dEQP tests.
This fixes regressions in the following tests:
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.singlesample_texture
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_texture_1
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_texture_2
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_texture_4
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_texture_8
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.singlesample_rbo
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_rbo_1
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_rbo_2
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_rbo_4
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.multisample_rbo_8
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.multisample_texture_1
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.multisample_texture_2
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.multisample_texture_4
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.multisample_texture_8
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.at_sample_position.default_framebuffer
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
TXP implements perspective correction, and uses a 4D vector as input.
Apply the according perspective correction in the 1D case and use only
the relevant components.
Closes: #34
Signed-off-by: Dave Airlie <airlied@redhat.com>
When running a GL 2.1 program in that guest on a GLES host that uses 1D
textures then the emitted shaders must not declare 1D sampler, since they
are not supported. Instead, use 2D samplers since 1D textures are emulated
by 2D textures, and also fix the texture shader call.
Closes: #33
Signed-off-by: Dave Airlie <airlied@redhat.com>
it seems that both extensions GL_OES_gpu_shader5 and
GL_OES_shader_multisample_interpolation are required to accept this
keyword on GLSL 310 ES.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
The extension is part of GLSL 320 es, but must be enabled manually for a
gles 3.1 host. Closes: #32
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
As we use that temp to address memory files, make sure it's declared.
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In 4732489 (shader: do not redeclare built-ins as precise), I confused a
mesa shader-compiler bug with a spec problem. Turns out, redeclaring
built-ins as precise is allowed by the spec, just the same as invariant
variables. And even mesa allows this.
What mesa doesn't currently allow, is to redeclare a variable as *both*
invariant *and* precise. This problem does not extend to new
declarations, where this is already handled correctly.
So, let's avoid emitting both; it's not really needed to emit both, as
they essentially have the same effect (disable reordering), just with
some different usage-semantics. And for the cases we support, these are
effectively the same.
This fixes dEQP-GLES31.functional.tessellation.common_edge.*_precise
without breaking dEQP-GLES2.functional.shaders.algorithm.hsl_to_rgb_vertex
this time.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The enhanced layout extension allows for gaps in the streamout bindings
so we have to be able to handle no-handles in the middle of the target array.
TGSI also has to deal with components outputs where multiple outputs
can be mentioned in the TGSI. It's safe for use to just skip the
extra outputs at least for the tests I've been able to run.
Once we have those changes in place, the renderer can expose the
new CAP bit to the host without any further host extension checks.
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
The extension is already included in this GLSL version and adding it results
in compilation failures.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
In 47387e4 (emit precise keyword), I added code to try to declare
outputs as 'precise' if an instruction flagged as precise wrote to it.
Turns out, redeclaring built-ins as 'precise' isn't allowed, so that bit
was a mistake. And because mesa transforms "invariant" into instructions
with the precise-flag set, we can end up writing to built-ins with the
precise-flag, leading to shaders that doesn't compile correctly.
So let's remove the code that emits the precise-keyword when re-declaring
built-ins.
This fixes a regression in dEQP-GLES2.functional.shaders.algorithm.hsl_to_rgb_vertex
when ran right after dEQP-GLES2.functional.shaders.invariance.highp.subexpression_precision_lowp.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Just like we do for normal GL, we also need to generate the extension
require string for OpenGL ES.
This fixes dEQP-GLES31.functional.blend_equation_advanced.*
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Tested-by: Gert Wollny gert.wollny@collabora.com
Signed-off-by: Dave Airlie <airlied@redhat.com>
ro/wo
Closes: #16
Fixes:
dEQP-GLES31.functional.image_load_store.*.format_reinterpret.*
dEQP-GLES31.functional.image_load_store.*.image_size.writeonly_*
dEQP-GLES31.functional.image_load_store.*.load_store.*
dEQP-GLES31.functional.image_load_store.*.qualifiers.restrict
dEQP-GLES31.functional.image_load_store.*.store.*
v2: remove superfluous check (Erik)
v3: Only emit the writeonly tag for these image formats when on
gles (Erik)
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> (v2)
Some extensions that are by default available on GLSL 3.20 ES need to
be enabled when on GLSL 3.10 ES on a as-needed bases.
Closes: #25
Signed-off-by: Gert Wollny <gw.fossdev@gmail.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
The vertex shader always gl_PerVertex, but the tesselation shaders only
define the structure when the point size extension is enabled, otherwise
gl_PointSize is passed as a generic varying and can not be written to.
If one enables the extension based on whether the value gl_PointSize is
actually accessed in the tess shaders then it might happend that tess_ctrl
doesn't touch the value, and the extension isn't enabled, and tess_eval
accesses it and the extension is enabled. In such a case gl_PointSize is
passed as a generic to and from the tess_ctrl shader and linking of the
shaders will fail because of different definitions of gl_PerVertex.
Since in this case there is no indication in the tess_ctrl shader that
point_size is accessed, and it is not known whether the shader will be
linked with a tess_eval shader that uses gl_PointSize the workaround is to
always enable the extension for all tesselation shaders.
Fixes:
dEQP-GLES31.functional.tessellation_geometry_interaction.
point_size.evaluation_set
point_size.vertex_set_control_set
point_size.vertex_set_evaluation_set
point_size.vertex_set_evaluation_set_geometry_default
dEQP-GLES31.functional.primitive_bounding_box.wide_points.
global_state.vertex_tessellation_fragment.
default_framebuffer_bbox_equal
default_framebuffer_bbox_larger
default_framebuffer_bbox_smaller
fbo_bbox_equal
fbo_bbox_larger
fbo_bbox_smaller
dEQP-GLES31.functional.primitive_bounding_box.wide_points.
tessellation_set_per_draw.vertex_tessellation_fragment.
default_framebuffer_bbox_equal
default_framebuffer_bbox_equal
default_framebuffer_bbox_larger
default_framebuffer_bbox_smaller
fbo_bbox_equal
fbo_bbox_larger
fbo_bbox_smaller
tessellation_set_per_primitive.vertex_tessellation_fragment.
default_framebuffer
fragment.fbo
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
GLES 3.1 might support tesselation shaders through the extension, but
this requires the extension to be enabled manually.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
(i|u)mulextended require that the all parameters are of the same
signedness. Accordingly create both, the output variabale for MSB and
the (unused) variable for the LSB to be of the same corresponding
signedness. Closes: #17
Fixes:
dEQP-
GLES31.functional.shaders.builtin_functions.integer.imulextended.*
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Certain source regs (GRID_SIZE, THREAD_ID, BLOCK_ID) don't need
to be cast.
Fixes:
dEQP-GLES31.functional.compute.basic.image_atomic_op_local_size_1
dEQP-GLES31.functional.compute.basic.image_atomic_op_local_size_8
dEQP-GLES31.functional.compute.basic.image_barrier_multiple
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Fixes:
tests/spec/arb_gpu_shader5/execution/ubo_array_indexing/vs-mixed-with-const-access.shader_test
Tested-by: Jakob Bornecrantz <jakob@collabora.com>
Reviewed-by: Jakob Bornecrantz <jakob@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
When using OpenGL ES 3.1, we either need to emit a precision qualifier,
or set a default precision.
Since it's not unthinkable that we'd want to forward lowp/mediump
in the future, let's use the precision qualifier so it's easier
to get this right later on.
This gets rid of a shader compile error.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
OpenGL ES 3.1 only supports writing to a few formats, while it can
read from all of them. So let's make sure we emit readonly, so the
OpenGL driver knows we'll only read.
This avoids a shader-compiler error on OpenGL ES 3.1.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
OpenGL ES 3.1 doesn't support using glUniform1i() for binding
images, so let's use layout qualifiers instead. This should in
theory be slightly more performant as well, as we do less API
calls.
A future improvement would be to also do this on GL 4.2 and later
as well.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We essentially repeat the same code twice here, with a small
variation. Let's factor out the common code into a helper, so we
don't have to keep updating two copies. This is similar to what's
already done for samplers.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
There's no point in copying the two only members out of the struct and
onto the stack. So let's just pass the struct directly.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
In GLES, these need a precision specifier, otherwise we get
compile errors.
This fixes a shader-compile error on OpenGL ES 3.1.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
We can emit them during the second pass. Since a load
or store can come before an atomic max or min, we have to
type the memory before we emit instructions.
Reviewed-by: Dave Airlie <airlied@redhat.com>
vrend_shader.c:4400: Warning: Comparison between signed and unsigned integer expressions [-Wsign-compare]
for (i = 0; i < ctx->cfg->max_draw_buffers; i++) {
^
vrend_shader.c:4728:28: Warning: Unused variable »i« [-Wunused-variable]
int start, count, i;
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>
When emitting an image array, the code errorously used the loop
counter instead of the image entry for looking up the resource.
The rest of the code uses idx, which seems like the right thing
to do. So let's match that instead.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This is needed to make tests/test_virgl_cmd pass
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This fix all dEQP-GLES31.functional.shaders.builtin_functions.* tests on GLES
Signed-off-by: Elie Tournier <elie.tournier@collabora.com>
Reviewed-By: Gert Wollny <gert.wollny@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This warning was encountered:
vrend_shader.c:4257:57: warning: ‘i’ may be used uninitialized in this function [-Wmaybe-uninitialized]
(ctx->key->coord_replace & (1 << ctx->inputs[i].sid))) {
Fix this.
Reviewed-by: Tomeu Vizoso <tomeu.vizoso@collabora.com>
Input/output layout qualifiers used by early depth stencil are
glsl 150 feature.
Fixes on SKL:
dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_depth
dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_stencil
dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_depth_fbo
dEQP-GLES31.functional.image_load_store.early_fragment_tests.early_fragment_tests_stencil_fbo
Signed-off-by: Dave Airlie <airlied@redhat.com>
The TGSI FBFETCH instruction is used for implementing framebuffer-reads
when doing for instance advanced blends. It's used by both
EXT_shader_framebuffer_fetch_non_coherent and
KHR_blend_equation_advanced.
Sadly, libepoxy doesn't yet support the glFramebufferFetchBarrierEXT
function needed to implement this on top of
EXT_shader_framebuffer_fetch_non_coherent itself, so let's just implement
it on top of EXT_shader_framebuffer_fetch instead for now.
This means that we'll have slightly higher requirements for enabling
this functionality than the level of functionality we provide through it.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This mostly consists of adding local memory support, and
support for the compute system values.
The req_local_mem need to be gotten from the guest side
and passed into the shader compile so we can size the
shared memory correctly.
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>