cb424d7448
verify-patch-sanity.py validates every active recipe .patch has internally- consistent hunk line counts — catching the 'malformed patch at line N' failure at commit/CI/preflight time instead of hours into a cook. This cycle hit that class three times (qtwaylandscanner, sddm, xwayland), each only discovered when cookbook tried to apply the patch. Running it across the repo found 29 latent malformed patches (validated against GNU patch: e.g. relibc/P3-sysv-ipc reproduces 'malformed patch at line 22'). They were harmless only because they sit in vendored recipes (baked, not re- applied) — but would fail on any version-bump re-derivation. --fix recounts the hunk headers (body untouched) and repaired all 29. Wired into build-preflight.sh (Phase 1.0D) and redbear-ci.yml, with a unit test (test-patch-sanity.sh). Skips archived/legacy trees and unvalidatable formats (empty placeholders, bare-@@ git hunks).
84 lines
2.9 KiB
ReStructuredText
84 lines
2.9 KiB
ReStructuredText
NIR Texture Instructions
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========================
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Even though texture instructions *could* be supported as intrinsics, the vast
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number of combinations mean that doing so is practically impossible. Instead,
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NIR has a dedicated texture instruction. There are several texture operations:
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.. c:autoenum:: nir_texop
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:file: src/compiler/nir/nir.h
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:members:
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As with other instruction types, there is still an array of sources, except
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that each source also has a *type* associated with it. There are various
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source types, each corresponding to a piece of information that the different
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texture operations require.
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.. c:autoenum:: nir_tex_src_type
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:members:
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Of particular interest are the texture/sampler deref/index/handle source types.
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First, note that textures and samplers are specified separately in NIR. While
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not required for OpenGL, this is required for Vulkan and OpenCL. Some
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OpenGL [ES] drivers have to deal with hardware that does not have separate
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samplers and textures. While not recommended, an OpenGL-only driver may assume
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that the texture and sampler derefs will always point to the same resource, if
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needed. Note that this pretty well paints your compiler into a corner and
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makes any future port to Vulkan or OpenCL harder, so such assumptions should
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really only be made if targeting OpenGL ES 2.0 era hardware.
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Also, like a lot of other resources, there are multiple ways to represent a
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texture in NIR. It can be referenced by a variable dereference, an index, or a
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bindless handle. When using an index or a bindless handle, the texture type
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information is generally not available. To handle this, various information
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from the type is redundantly stored in the :c:struct:`nir_tex_instr` itself.
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.. c:autostruct:: nir_tex_instr
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:members:
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.. c:autostruct:: nir_tex_src
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:members:
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Texture instruction helpers
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---------------------------
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There are a number of helper functions for working with NIR texture
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instructions. They are documented here in no particular order.
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.. c:autofunction:: nir_tex_instr_create
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.. c:autofunction:: nir_tex_instr_need_sampler
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.. c:autofunction:: nir_tex_instr_result_size
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.. c:autofunction:: nir_tex_instr_dest_size
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.. c:autofunction:: nir_tex_instr_is_query
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.. c:autofunction:: nir_tex_instr_has_implicit_derivative
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.. c:autofunction:: nir_tex_instr_src_type
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.. c:autofunction:: nir_tex_instr_src_size
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.. c:autofunction:: nir_tex_instr_src_index
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.. c:autofunction:: nir_tex_instr_add_src
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.. c:autofunction:: nir_tex_instr_remove_src
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Texture instruction lowering
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----------------------------
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Because most hardware only supports some subset of all possible GLSL/SPIR-V
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texture operations, NIR provides a quite powerful lowering pass which is able
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to implement more complex texture operations in terms of simpler ones.
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.. c:autofunction:: nir_lower_tex
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.. c:autostruct:: nir_lower_tex_options
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:members:
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.. c:autoenum:: nir_lower_tex_packing
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:members:
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