[Mesa-dev] [PATCH] glsl: fix and clean up NV_compute_shader_derivatives support
Marek Olšák
maraeo at gmail.com
Thu May 2 03:57:28 UTC 2019
Yeah, I'll try to add descriptive commit messages next time.
Marek
On Wed, May 1, 2019 at 11:22 PM Timothy Arceri <tarceri at itsqueeze.com>
wrote:
> I feel like I've asked this before but can you please try to add commit
> proper commit messages. Not adding a proper commit message might save
> you a minute or two but it cost much more than a minute or two for those
> trying to review a patch or that have bisect to the commit, used git
> blame, git log etc to find out why a change was made.
>
> I started reviewing the patch when you first sent it but it wasn't
> immediately obvious what the fix was vs tidy ups. I didn't want to go
> looking over specs either, all the relevant information should have been
> here in the commit message.
>
> Thanks,
> Tim
>
>
> On 2/5/19 11:17 am, Marek Olšák wrote:
> > Ping
> >
> > On Wed, Apr 24, 2019 at 1:30 PM Marek Olšák <maraeo at gmail.com
> > <mailto:maraeo at gmail.com>> wrote:
> >
> > From: Marek Olšák <marek.olsak at amd.com <mailto: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
> >
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
> >
>
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