linker: Stub-out intrastage linker

This commit is contained in:
Ian Romanick
2010-07-09 14:09:34 -07:00
parent ffd7bb031e
commit 3fb878722e
3 changed files with 93 additions and 21 deletions

View File

@@ -77,9 +77,8 @@ extern "C" {
#include "ir.h"
#include "ir_optimization.h"
#include "program.h"
extern "C" {
#include "hash_table.h"
}
#include "shader_api.h"
/**
* Visitor that determines whether or not a variable is ever written.
@@ -399,6 +398,53 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
}
/**
* Populates a shaders symbol table with all global declarations
*/
static void
populate_symbol_table(gl_shader *sh)
{
sh->symbols = new(sh) glsl_symbol_table;
foreach_list(node, sh->ir) {
ir_instruction *const inst = (ir_instruction *) node;
ir_variable *var;
ir_function *func;
if ((func = inst->as_function()) != NULL) {
sh->symbols->add_function(func->name, func);
} else if ((var = inst->as_variable()) != NULL) {
sh->symbols->add_variable(var->name, var);
}
}
}
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
* \note
* If this function is supplied a single shader, it is cloned, and the new
* shader is returned.
*/
static struct gl_shader *
link_intrastage_shaders(struct gl_shader_program *prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
(void) prog;
assert(num_shaders == 1);
gl_shader *const linked = _mesa_new_shader(NULL, 0, shader_list[0]->Type);
linked->ir = new(linked) exec_list;
clone_ir_list(linked->ir, shader_list[0]->ir);
populate_symbol_table(linked);
return linked;
}
struct uniform_node {
exec_node link;
struct gl_uniform *u;
@@ -807,25 +853,32 @@ link_shaders(struct gl_shader_program *prog)
}
/* FINISHME: Implement intra-stage linking. */
assert(num_vert_shaders <= 1);
assert(num_frag_shaders <= 1);
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {
gl_shader *const sh =
link_intrastage_shaders(prog, vert_shader_list, num_vert_shaders);
/* Verify that each of the per-target executables is valid.
*/
if (!validate_vertex_shader_executable(prog, vert_shader_list[0])
|| !validate_fragment_shader_executable(prog, frag_shader_list[0]))
if (sh == NULL)
goto done;
if (!validate_vertex_shader_executable(prog, sh))
goto done;
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {
prog->_LinkedShaders[prog->_NumLinkedShaders] = vert_shader_list[0];
prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
prog->_NumLinkedShaders++;
}
if (num_frag_shaders > 0) {
prog->_LinkedShaders[prog->_NumLinkedShaders] = frag_shader_list[0];
gl_shader *const sh =
link_intrastage_shaders(prog, frag_shader_list, num_frag_shaders);
if (sh == NULL)
goto done;
if (!validate_fragment_shader_executable(prog, sh))
goto done;
prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
prog->_NumLinkedShaders++;
}

View File

@@ -36,6 +36,25 @@
#include "ir_print_visitor.h"
#include "program.h"
extern "C" struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
/* Copied from shader_api.c for the stand-alone compiler.
*/
struct gl_shader *
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
{
struct gl_shader *shader;
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
shader = talloc_zero(NULL, struct gl_shader);
if (shader) {
shader->Type = type;
shader->Name = name;
shader->RefCount = 1;
}
return shader;
}
/* Returned string will have 'ctx' as its talloc owner. */
static char *
load_text_file(void *ctx, const char *file_name)
@@ -271,6 +290,9 @@ main(int argc, char **argv)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
}
for (unsigned i = 0; i < whole_program->_NumLinkedShaders; i++)
talloc_free(whole_program->_LinkedShaders[i]);
talloc_free(whole_program);
_mesa_glsl_release_types();

View File

@@ -1998,20 +1998,17 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
prog->Uniforms = _mesa_new_uniform_list();
}
prog->LinkStatus = prog->LinkStatus;
/* FINISHME: This should use the linker-generated code */
if (prog->LinkStatus) {
for (i = 0; i < prog->NumShaders; i++) {
for (i = 0; i < prog->_NumLinkedShaders; i++) {
struct gl_program *linked_prog;
linked_prog = get_mesa_program(ctx, prog,
prog->Shaders[i]);
prog->_LinkedShaders[i]);
count_resources(linked_prog);
link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog);
switch (prog->Shaders[i]->Type) {
switch (prog->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
(struct gl_vertex_program *)linked_prog);