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Building libmesa_amd_common fails with:
external/mesa/src/amd/common/ac_shader_info.c:23:10: fatal error: 'nir/nir.h' file not found
^
external/mesa/src/compiler/nir/nir.h:48:10: fatal error: 'nir_opcodes.h' file not found
^
libmesa_amd_common now depends on libmesa_nir, so add it as a dependency
and export the necessary directories.
Fixes: 224cf29 "radv/ac: add initial pre-pass for shader info gathering"
Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info
from being embedded into being just a pointer. The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct. This, however, has
caused a few problems:
1) There are many things which generate NIR without GLSL. This means
we have to support both NIR shaders which come from GLSL and ones
that don't and need to have an info elsewhere.
2) The solution to (1) raises all sorts of ownership issues which have
to be resolved with ralloc_parent checks.
3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been
using nir_gather_info to fill out the final shader_info. Thanks to
cloning and the above ownership issues, the nir_shader::info may not
point back to the gl_shader anymore and so we have to do a copy of
the shader_info from NIR back to GLSL anyway.
All of these issues go away if we just embed the shader_info in the
nir_shader. There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.
Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The spec text cited above says you can't, but only the GLSL 3.00 (redefine
or overload) case was implemented.
Fixes dEQP scoping.invalid.redefine_builtin_fragment/vertex.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Matt Turner <mattst88@gmail.com>
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Fixes DEQP's scoping.invalid.redeclare_function_fragment/vertex.
v2: Fix accidental rejection of prototype+decl.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> (v1)
Tested-by: Matt Turner <mattst88@gmail.com>
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Fixes deqp_gles2 undefine_invalid_object_* failures.
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Matt Turner <mattst88@gmail.com>
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From the spec,
Arrays are allowed as arguments, but not as the return type. [...] The
return type can also be a structure if the structure does not contain
an array.
Fixes DEQP shaders.functions.invalid.return_array_in_struct_fragment.
v2: Spec cite wording change
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Tested-by: Matt Turner <mattst88@gmail.com>
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Fixes: 53aa109b ("nir: add pass to lower atomic counters to SSBO")
Signed-off-by: Rob Clark <robdclark@gmail.com>
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Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ARB_bindless_texture allows to declare image types inside
structures, which means we need to keep track of the format.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Just like other type hash tables are destroyed in
_mesa_glsl_release_types(), also destroy the ones for function and
subroutine types.
Signed-off-by: Grazvydas Ignotas <notasas@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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Copy nir_print.c's snprintf definition for now, to unbreak Windows
builds.
We can and should cleanup all snprintf definitions in a follow up
change, but I rather not leave Windows build broken any further.
Trivial.
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v2: - use is_sampler()/is_image() instead (Samuel Pitoiset)
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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In a situation like:
(tex vec4 (record_ref (var_ref f) tex) (constant vec2 (0.000000 0.000000)) 0 1 () )
The sampler needs to be lowered, otherwise this ends up with
"ir_dereference_variable @ 0x229a100 specifies undeclared variable
`ubo_load_temp' @ 0x2290440"
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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From section 4.4.6 of the ARB_bindless_texture spec:
"If both bindless_sampler and bound_sampler, or bindless_image
and bound_image, are declared at global scope in any
compilation unit, a link- time error will be generated."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 2.14.8 of the ARB_bindless_texture spec:
"(modify second paragraph, p. 126) ... against the
MAX_COMBINED_TEXTURE_IMAGE_UNITS limit. Samplers accessed
using texture handles (section 3.9.X) are not counted against
this limit."
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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From section 5.4.1 of the ARB_bindless_texture spec:
"In the following four constructors, the low 32 bits of the
sampler type correspond to the .x component of the uvec2 and
the high 32 bits correspond to the .y component."
uvec2(any sampler type) // Converts a sampler type to a
// pair of 32-bit unsigned integers
any sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to
// a sampler type
uvec2(any image type) // Converts an image type to a
// pair of 32-bit unsigned integers
any image type(uvec2) // Converts a pair of 32-bit unsigned integers to
// an image type
v4: - fix up comment style
v3: - rebase (and remove (sampler) ? 1 : vector_elements)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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For the explicit conversions.
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
From section 4.1.X of the ARB_bindless_texture spec:
"Images are represented using 64-bit integer handles, and
may be converted to and from 64-bit integers using constructors."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> (v2)
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This will help for the explicit conversions for sampler and
image types as specified by ARB_bindless_texture.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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For the explicit pack/unpack conversions.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
v4: - invert the logic
v3: - update spec comment formatting
- keep the read_only check
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Yes, this is a bit hacky but we don't really have the choice.
Plain GLSL doesn't accept bindless samplers/images as l-values
while it's allowed when ARB_bindless_texture is enabled.
The default NULL parameter is because we can't access the
_mesa_glsl_parse_state object in few places in the compiler.
One is_lvalue(NULL) call is for IR validation but other checks
happen elsewhere, should be safe.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers aggregated into arrays within a shader (using square
brackets []) can be indexed with arbitrary integer expressions."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.3.4 of the ARB_bindless_texture spec
"(modify last paragraph, p. 35, allowing samplers and images as
fragment shader inputs) ... Fragment inputs can only be signed
and unsigned integers and integer vectors, floating point scalars,
floating-point vectors, matrices, sampler and image types, or
arrays or structures of these. Fragment shader inputs that are
signed or unsigned integers, integer vectors, or any
double-precision floating- point type, or any sampler or image
type must be qualified with the interpolation qualifier "flat"."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and
image types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and image
types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
From section 4.3.6 of the ARB_bindless_texture spec:
"Output variables can only be floating-point scalars,
floating-point vectors, matrices, signed or unsigned integers or
integer vectors, sampler or image types, or arrays or structures
of any these."
v3: - add spec comment
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ARB_bindless_texture spec allows images to be declared as
shader inputs.
v2: - put the */ on the following line (Timothy Arceri)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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ARB_bindless_texture allows to declare images inside structures
which means that qualifiers like writeonly should be allowed.
I have a got a confirmation from Jeff Bolz (one author of the spec),
because the spec doesn't clearly explain this.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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The spec doesn't clearly state this, but I have got clarification
from the spec authors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.3.7 of the ARB_bindless_texture spec:
"(remove the following bullet from the last list on p. 39, thereby
permitting sampler types in interface blocks; image types are also
permitted in blocks by this extension)"
* sampler types are not allowed
v3: - update the spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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The ARB_bindless_texture spec doesn't clearly state this, but as
it says "Replace Section 4.1.7 (Samplers), p. 25" and,
"Replace Section 4.1.X, (Images)", this should be allowed.
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and used
as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and used as
"out" and "inout" function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add validate_storage_for_sampler_image_types()
- update spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This adds bindless_sampler and bound_sampler (and respectively
bindless_image and bound_image) to the parser.
v3: - add an extra space in apply_bindless_qualifier_to_variable()
- fix indentation in merge_qualifier()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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In plain GLSL, sampler and image types can only be declared
uniform-qualified global variables or 'in' function parameters.
Setting the read_only flag seems quite useless because other
checks will prevent sampler/image variables to be assigned and
also because the flag is not set for atomic_uint types which are
opaque types.
This will also help for ARB_bindless_texture because samplers
and images can be assigned when they are considered bindless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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As a side effect, this will magically fix std140/std430 interfaces
for bindless samplers/images and will help for implementing the
explicit conversions with constructors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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For packed varyings.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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The ARB_bindless_texture spec says:
"Samplers are represented using 64-bit integer handles."
and,
"Images are represented using 64-bit integer handles."
It seems simpler to always consider sampler and image types
as 64-bit unsigned integer.
This introduces a temporary workaround in _mesa_get_uniform()
because at this point no flag are used to distinguish between
bound and bindless samplers. This is going to be removed in a
separate series. This avoids breaking arb_shader_image_load_store-state.
v3: - update the comment slightly
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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This also adds the extension to the standalone GLSL compiler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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This is equivalent to what mesa/st does in glsl_to_tgsi. For most hw
there isn't a particularly good reason to treat these differently.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
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Signed-off-by: Rob Clark <robdclark@gmail.com>
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The spec allows memory qualifiers to be used with image variables,
buffers variables and shader storage blocks. This patch also fixes
validate_memory_qualifier_for_type().
Fixes the following ARB_uniform_buffer_object test:
uniform-block-memory-qualifier.frag
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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Including structures, interfaces and uniform blocks.
Fixes the following ARB_shader_image_load_store test:
format-layout-with-non-image-type.frag
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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It makes more sense to have two separate validate functions,
mainly because memory qualifiers are allowed with members of
shader storage blocks.
validate_memory_qualifier_for_type() will be fixed in a
separate patch.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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It doesn't make sense to prefix them with 'image' because
they are called "Memory Qualifiers" and they can be applied
to members of storage buffer blocks.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Andres Gomez <agomez@igalia.com>
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The matrix used for YCbCr to RGB is listed in:
https://en.wikipedia.org/wiki/YCbCr
There was an error in converting the offsets from integers to unorm
values: 0.0625=16/256 should be 16.0/255,and 0.5=128.0/256 should be
128.0/255. With this fix, the CSC result is bit aligned with wikipedia's
conversion result and FFMPeg's result.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100854
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
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v2: left code style/formatting corrections out.
Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
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