[Mesa-dev] [PATCH] glsl: fix and clean up NV_compute_shader_derivatives support
Marek Olšák
maraeo at gmail.com
Thu May 2 01:17:05 UTC 2019
Ping
On Wed, Apr 24, 2019 at 1:30 PM Marek Olšák <maraeo at gmail.com> wrote:
> 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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