[iris][bisected] various deqp and glcts failures
Issue started with mesa=a494b624
Author: Timothy Arceri tarceri@itsqueeze.com Date: Wed Apr 29 12:20:47 2020 +1000
glsl: remove dead uniforms in the nir linker
This is now possible as we do uniform linking via a nir based linker.
Shader-db results for IRIS (SKL):
total instructions in shared programs: 14947192 -> 14946397 (<.01%)
instructions in affected programs: 39498 -> 38703 (-2.01%)
helped: 230
HURT: 18
total cycles in shared programs: 324868402 -> 324847058 (<.01%)
cycles in affected programs: 706701 -> 685357 (-3.02%)
helped: 599
HURT: 449
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4797>
Output copied from https://mesa-ci.01.org/mesa_master/builds/21156/group/63a9f0ea7bb98050796b649e85481845 Test name: KHR-GLES31.core.layout_binding.atomic_uint_layout_binding_atomic_FragmentShader Platform: tgl
stdout
This test was not run for this context as it does not apply.
offset ofatomic2did not match requested expected: 4 actual: 0
#version 310 es
precision highp float;
precision highp atomic_uint;
layout(location=0) in vec2 inPosition;
flat out vec4 fragColor;
void main(void)
{
gl_Position = vec4(inPosition, 0.0, 1.0);
}
#version 310 es
precision highp float;
precision highp atomic_uint;
layout(location=0) out vec4 outColor;
flat in vec4 fragColor;
layout(binding=3, offset=4) uniform atomic_uint atomic0;
layout(binding=2) uniform atomic_uint atomic1;
layout(binding=3) uniform atomic_uint atomic2;
layout(binding=2) uniform atomic_uint atomic3;
void main(void)
{
outColor = vec4(float(atomicCounter(atomic0)), 1.0, 0.0, 1.0);
+vec4(float(atomicCounter(atomic1)), 1.0, 0.0, 1.0);
+vec4(float(atomicCounter(atomic2)), 1.0, 0.0, 1.0);
+vec4(float(atomicCounter(atomic3)), 1.0, 0.0, 1.0);
}
stderr
pid: 7513