[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
> >
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/mesa-dev/attachments/20190501/bce95175/attachment-0001.html>


More information about the mesa-dev mailing list