[Mesa-dev] [PATCH] glsl: fix and clean up NV_compute_shader_derivatives support

Marek Olšák maraeo at gmail.com
Wed Apr 24 17:30:15 UTC 2019


From: Marek Olšák <marek.olsak at amd.com>

---
 src/compiler/glsl/builtin_functions.cpp | 78 ++++++++-----------------
 1 file changed, 24 insertions(+), 54 deletions(-)

diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp
index c8d9e1c9af3..b1ffafa1acf 100644
--- a/src/compiler/glsl/builtin_functions.cpp
+++ b/src/compiler/glsl/builtin_functions.cpp
@@ -125,23 +125,21 @@ gs_only(const _mesa_glsl_parse_state *state)
 static bool
 v110(const _mesa_glsl_parse_state *state)
 {
    return !state->es_shader;
 }
 
 static bool
 v110_derivatives_only(const _mesa_glsl_parse_state *state)
 {
    return !state->es_shader &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 v120(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(120, 300);
 }
 
 static bool
 v130(const _mesa_glsl_parse_state *state)
@@ -158,38 +156,34 @@ v130_desktop(const _mesa_glsl_parse_state *state)
 static bool
 v460_desktop(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(460, 0);
 }
 
 static bool
 v130_derivatives_only(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(130, 300) &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 v140_or_es3(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(140, 300);
 }
 
 static bool
 v400_derivatives_only(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(400, 0) &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 texture_rectangle(const _mesa_glsl_parse_state *state)
 {
    return state->ARB_texture_rectangle_enable;
 }
 
 static bool
 texture_external(const _mesa_glsl_parse_state *state)
@@ -333,23 +327,21 @@ static bool
 gpu_shader4_tbo_integer(const _mesa_glsl_parse_state *state)
 {
    return gpu_shader4_tbo(state) &&
           state->ctx->Extensions.EXT_texture_integer;
 }
 
 static bool
 gpu_shader4_derivs_only(const _mesa_glsl_parse_state *state)
 {
    return state->EXT_gpu_shader4_enable &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 gpu_shader4_integer_derivs_only(const _mesa_glsl_parse_state *state)
 {
    return gpu_shader4_derivs_only(state) &&
           state->ctx->Extensions.EXT_texture_integer;
 }
 
 static bool
@@ -435,37 +427,35 @@ fs_interpolate_at(const _mesa_glsl_parse_state *state)
 
 static bool
 texture_array_lod(const _mesa_glsl_parse_state *state)
 {
    return lod_exists_in_stage(state) &&
           (state->EXT_texture_array_enable ||
            (state->EXT_gpu_shader4_enable &&
             state->ctx->Extensions.EXT_texture_array));
 }
 
-static bool
-fs_texture_array(const _mesa_glsl_parse_state *state)
-{
-   return state->stage == MESA_SHADER_FRAGMENT &&
-          (state->EXT_texture_array_enable ||
-           (state->EXT_gpu_shader4_enable &&
-            state->ctx->Extensions.EXT_texture_array));
-}
-
 static bool
 texture_array(const _mesa_glsl_parse_state *state)
 {
    return state->EXT_texture_array_enable ||
           (state->EXT_gpu_shader4_enable &&
            state->ctx->Extensions.EXT_texture_array);
 }
 
+static bool
+texture_array_derivs_only(const _mesa_glsl_parse_state *state)
+{
+   return derivatives_only(state) &&
+          texture_array(state);
+}
+
 static bool
 texture_multisample(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(150, 310) ||
           state->ARB_texture_multisample_enable;
 }
 
 static bool
 texture_multisample_array(const _mesa_glsl_parse_state *state)
 {
@@ -485,42 +475,40 @@ static bool
 texture_samples_identical_array(const _mesa_glsl_parse_state *state)
 {
    return texture_multisample_array(state) &&
           state->EXT_shader_samples_identical_enable;
 }
 
 static bool
 derivatives_texture_cube_map_array(const _mesa_glsl_parse_state *state)
 {
    return state->has_texture_cube_map_array() &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 texture_cube_map_array(const _mesa_glsl_parse_state *state)
 {
    return state->has_texture_cube_map_array();
 }
 
 static bool
 texture_query_levels(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(430, 0) ||
           state->ARB_texture_query_levels_enable;
 }
 
 static bool
 texture_query_lod(const _mesa_glsl_parse_state *state)
 {
-   return state->stage == MESA_SHADER_FRAGMENT &&
+   return derivatives_only(state) &&
           (state->ARB_texture_query_lod_enable ||
            state->EXT_texture_query_lod_enable);
 }
 
 static bool
 texture_gather_cube_map_array(const _mesa_glsl_parse_state *state)
 {
    return state->is_version(400, 320) ||
           state->ARB_texture_gather_enable ||
           state->ARB_gpu_shader5_enable ||
@@ -549,54 +537,38 @@ static bool
 texture_gather_only_or_es31(const _mesa_glsl_parse_state *state)
 {
    return !state->is_version(400, 320) &&
           !state->ARB_gpu_shader5_enable &&
           !state->EXT_gpu_shader5_enable &&
           !state->OES_gpu_shader5_enable &&
           (state->ARB_texture_gather_enable ||
            state->is_version(0, 310));
 }
 
-/* Desktop GL or OES_standard_derivatives + fragment shader only */
+/* Desktop GL or OES_standard_derivatives */
 static bool
-fs_oes_derivatives(const _mesa_glsl_parse_state *state)
+derivatives(const _mesa_glsl_parse_state *state)
 {
-   return state->stage == MESA_SHADER_FRAGMENT &&
+   return derivatives_only(state) &&
           (state->is_version(110, 300) ||
            state->OES_standard_derivatives_enable ||
            state->ctx->Const.AllowGLSLRelaxedES);
 }
 
 static bool
-derivatives(const _mesa_glsl_parse_state *state)
-{
-   return fs_oes_derivatives(state) ||
-          (state->stage == MESA_SHADER_COMPUTE &&
-           state->NV_compute_shader_derivatives_enable);
-}
-
-static bool
-fs_derivative_control(const _mesa_glsl_parse_state *state)
+derivative_control(const _mesa_glsl_parse_state *state)
 {
-   return state->stage == MESA_SHADER_FRAGMENT &&
+   return derivatives_only(state) &&
           (state->is_version(450, 0) ||
            state->ARB_derivative_control_enable);
 }
 
-static bool
-derivative_control(const _mesa_glsl_parse_state *state)
-{
-   return fs_derivative_control(state) ||
-      (state->stage == MESA_SHADER_COMPUTE &&
-       state->NV_compute_shader_derivatives_enable);
-}
-
 static bool
 tex1d_lod(const _mesa_glsl_parse_state *state)
 {
    return !state->es_shader && lod_exists_in_stage(state);
 }
 
 /** True if sampler3D exists */
 static bool
 tex3d(const _mesa_glsl_parse_state *state)
 {
@@ -605,23 +577,21 @@ tex3d(const _mesa_glsl_parse_state *state)
     */
    return !state->es_shader ||
           state->OES_texture_3D_enable ||
           state->language_version >= 300;
 }
 
 static bool
 derivatives_tex3d(const _mesa_glsl_parse_state *state)
 {
    return (!state->es_shader || state->OES_texture_3D_enable) &&
-          (state->stage == MESA_SHADER_FRAGMENT ||
-           (state->stage == MESA_SHADER_COMPUTE &&
-            state->NV_compute_shader_derivatives_enable));
+          derivatives_only(state);
 }
 
 static bool
 tex3d_lod(const _mesa_glsl_parse_state *state)
 {
    return tex3d(state) && lod_exists_in_stage(state);
 }
 
 static bool
 shader_atomic_counters(const _mesa_glsl_parse_state *state)
@@ -3254,21 +3224,21 @@ builtin_builder::create_builtins()
                 _texture(ir_tex, v110,                      glsl_type::vec4_type,  glsl_type::sampler1D_type, glsl_type::float_type),
                 _texture(ir_txb, v110_derivatives_only,     glsl_type::vec4_type,  glsl_type::sampler1D_type, glsl_type::float_type),
                 _texture(ir_tex, gpu_shader4_integer,               glsl_type::ivec4_type,  glsl_type::isampler1D_type, glsl_type::float_type),
                 _texture(ir_txb, gpu_shader4_integer_derivs_only,   glsl_type::ivec4_type,  glsl_type::isampler1D_type, glsl_type::float_type),
                 _texture(ir_tex, gpu_shader4_integer,               glsl_type::uvec4_type,  glsl_type::usampler1D_type, glsl_type::float_type),
                 _texture(ir_txb, gpu_shader4_integer_derivs_only,   glsl_type::uvec4_type,  glsl_type::usampler1D_type, glsl_type::float_type),
                 NULL);
 
    add_function("texture1DArray",
                 _texture(ir_tex, texture_array,           glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
-                _texture(ir_txb, fs_texture_array,        glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
+                _texture(ir_txb, texture_array_derivs_only,glsl_type::vec4_type, glsl_type::sampler1DArray_type, glsl_type::vec2_type),
                 _texture(ir_tex, gpu_shader4_array_integer,             glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
                 _texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler1DArray_type, glsl_type::vec2_type),
                 _texture(ir_tex, gpu_shader4_array_integer,             glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
                 _texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler1DArray_type, glsl_type::vec2_type),
                 NULL);
 
    add_function("texture1DProj",
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler1D_type, glsl_type::vec4_type, TEX_PROJECT),
                 _texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type,  glsl_type::sampler1D_type, glsl_type::vec2_type, TEX_PROJECT),
@@ -3309,21 +3279,21 @@ builtin_builder::create_builtins()
                 _texture(ir_txb, derivatives_only,        glsl_type::vec4_type,  glsl_type::sampler2D_type, glsl_type::vec2_type),
                 _texture(ir_tex, gpu_shader4_integer,             glsl_type::ivec4_type,  glsl_type::isampler2D_type, glsl_type::vec2_type),
                 _texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::ivec4_type,  glsl_type::isampler2D_type, glsl_type::vec2_type),
                 _texture(ir_tex, gpu_shader4_integer,             glsl_type::uvec4_type,  glsl_type::usampler2D_type, glsl_type::vec2_type),
                 _texture(ir_txb, gpu_shader4_integer_derivs_only, glsl_type::uvec4_type,  glsl_type::usampler2D_type, glsl_type::vec2_type),
                 _texture(ir_tex, texture_external,        glsl_type::vec4_type,  glsl_type::samplerExternalOES_type, glsl_type::vec2_type),
                 NULL);
 
    add_function("texture2DArray",
                 _texture(ir_tex, texture_array,           glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
-                _texture(ir_txb, fs_texture_array,        glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
+                _texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type, glsl_type::sampler2DArray_type, glsl_type::vec3_type),
                 _texture(ir_tex, gpu_shader4_array_integer,             glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
                 _texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::ivec4_type, glsl_type::isampler2DArray_type, glsl_type::vec3_type),
                 _texture(ir_tex, gpu_shader4_array_integer,             glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
                 _texture(ir_txb, gpu_shader4_array_integer_derivs_only, glsl_type::uvec4_type, glsl_type::usampler2DArray_type, glsl_type::vec3_type),
                 NULL);
 
    add_function("texture2DProj",
                 _texture(ir_tex, always_available,        glsl_type::vec4_type,  glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
                 _texture(ir_tex, always_available,        glsl_type::vec4_type,  glsl_type::sampler2D_type, glsl_type::vec4_type, TEX_PROJECT),
                 _texture(ir_txb, derivatives_only,        glsl_type::vec4_type,  glsl_type::sampler2D_type, glsl_type::vec3_type, TEX_PROJECT),
@@ -3421,41 +3391,41 @@ builtin_builder::create_builtins()
                 _texture(ir_tex, gpu_shader4_rect_integer, glsl_type::uvec4_type,  glsl_type::usampler2DRect_type, glsl_type::vec4_type, TEX_PROJECT),
                 NULL);
 
    add_function("shadow1D",
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
                 _texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type,  glsl_type::sampler1DShadow_type, glsl_type::vec3_type),
                 NULL);
 
    add_function("shadow1DArray",
                 _texture(ir_tex, texture_array,    glsl_type::vec4_type,  glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
-                _texture(ir_txb, fs_texture_array, glsl_type::vec4_type,  glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
+                _texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type,  glsl_type::sampler1DArrayShadow_type, glsl_type::vec3_type),
                 NULL);
 
    add_function("shadow2D",
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
                 _texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type,  glsl_type::sampler2DShadow_type, glsl_type::vec3_type),
                 NULL);
 
    add_function("shadow2DArray",
                 _texture(ir_tex, texture_array,    glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
-                _texture(ir_txb, fs_texture_array, glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
+                _texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
                 NULL);
 
    add_function("shadow1DProj",
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
                 _texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type,  glsl_type::sampler1DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
                 NULL);
 
    add_function("shadow2DArray",
                 _texture(ir_tex, texture_array,    glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
-                _texture(ir_txb, fs_texture_array, glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
+                _texture(ir_txb, texture_array_derivs_only, glsl_type::vec4_type,  glsl_type::sampler2DArrayShadow_type, glsl_type::vec4_type),
                 NULL);
 
    add_function("shadowCube",
                 _texture(ir_tex, gpu_shader4,             glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
                 _texture(ir_txb, gpu_shader4_derivs_only, glsl_type::vec4_type, glsl_type::samplerCubeShadow_type, glsl_type::vec4_type),
                 NULL);
 
    add_function("shadow2DProj",
                 _texture(ir_tex, v110,                  glsl_type::vec4_type,  glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
                 _texture(ir_txb, v110_derivatives_only, glsl_type::vec4_type,  glsl_type::sampler2DShadow_type, glsl_type::vec4_type, TEX_PROJECT),
-- 
2.17.1



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