From: Eduardo Lima Mitev <[email protected]>
This function is equivalent to the linker.cpp
build_program_resource_list() but will extract the resources from NIR
shaders instead.
For now, only uniforms and program inputs are implemented.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
Signed-off-by: Eduardo Lima <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
---
src/compiler/Makefile.sources | 1 +
src/compiler/glsl/gl_nir_linker.c | 93
+++++++++++++++++++++++++++++++++++++++
src/compiler/glsl/gl_nir_linker.h | 3 ++
src/compiler/glsl/meson.build | 1 +
4 files changed, 98 insertions(+)
create mode 100644 src/compiler/glsl/gl_nir_linker.c
diff --git a/src/compiler/Makefile.sources
b/src/compiler/Makefile.sources
index 8104dd32002..409252ee587 100644
--- a/src/compiler/Makefile.sources
+++ b/src/compiler/Makefile.sources
@@ -30,6 +30,7 @@ LIBGLSL_FILES = \
glsl/gl_nir_lower_samplers_as_deref.c \
glsl/gl_nir_link_uniform_initializers.c \
glsl/gl_nir_link_uniforms.c \
+ glsl/gl_nir_linker.c \
glsl/gl_nir_linker.h \
glsl/gl_nir.h \
glsl/glsl_parser_extras.cpp \
diff --git a/src/compiler/glsl/gl_nir_linker.c
b/src/compiler/glsl/gl_nir_linker.c
new file mode 100644
index 00000000000..155d94ef966
--- /dev/null
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -0,0 +1,93 @@
+/*
+ * Copyright © 2018 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person
obtaining a
+ * copy of this software and associated documentation files (the
"Software"),
+ * to deal in the Software without restriction, including without
limitation
+ * the rights to use, copy, modify, merge, publish, distribute,
sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom
the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including
the next
+ * paragraph) shall be included in all copies or substantial
portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "nir.h"
+#include "gl_nir_linker.h"
+#include "linker_util.h"
+#include "main/mtypes.h"
+#include "ir_uniform.h" /* for gl_uniform_storage */
+
+/* This file included general link methods, using NIR, instead of IR as
+ * the counter-part glsl/linker.cpp
+ *
+ * Also note that this is tailored for ARB_gl_spirv needs and
particularities
+ */
+
+void
+nir_build_program_resource_list(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ /* Rebuild resource list. */
+ if (prog->data->ProgramResourceList) {
+ ralloc_free(prog->data->ProgramResourceList);
+ prog->data->ProgramResourceList = NULL;
+ prog->data->NumProgramResourceList = 0;
+ }
+
+ struct set *resource_set = _mesa_set_create(NULL,
+ _mesa_hash_pointer,
+
_mesa_key_pointer_equal);
+
+ /* Add uniforms
+ *
+ * Here, it is expected that nir_link_uniforms() has already been
+ * called, so that UniformStorage table is already available.
+ */
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ struct gl_uniform_storage *uniform =
&prog->data->UniformStorage[i];
+
+ if (!link_util_add_program_resource(prog, resource_set,
GL_UNIFORM, uniform,
+
uniform->active_shader_mask)) {
+ return;
+ }
+ }
+
+ /* Add inputs */
+ struct gl_linked_shader *sh =
prog->_LinkedShaders[MESA_SHADER_VERTEX];
+ if (sh) {
+ nir_shader *nir = sh->Program->nir;
+ assert(nir);
+
+ nir_foreach_variable(var, &nir->inputs) {
+ struct gl_shader_variable *sh_var =
+ rzalloc(prog, struct gl_shader_variable);
+
+ /* ARB_gl_spirv: names are considered optional debug info,
so the linker
+ * needs to work without them, and returning them is
optional. For
+ * simplicity we ignore names.
+ */
+ sh_var->name = NULL;
+ sh_var->type = var->type;
+ sh_var->location = var->data.location;
+
+ /* @TODO: Fill in the rest of gl_shader_variable data. */
+
+ if (!link_util_add_program_resource(prog, resource_set,
GL_PROGRAM_INPUT,
+ sh_var, 1 <<
MESA_SHADER_VERTEX)) {