glsl/nir: Add and use a gl_nir_link() function
Perform all the NIR linking steps in order. Change iris and i965 to use it. Suggested by Alejandro. v2: Add gl_nir_linker_options struct. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> [v1]
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@@ -253,3 +253,19 @@ nir_build_program_resource_list(struct gl_context *ctx,
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_mesa_set_destroy(resource_set, NULL);
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}
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bool
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gl_nir_link(struct gl_context *ctx, struct gl_shader_program *prog,
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const struct gl_nir_linker_options *options)
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{
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if (!gl_nir_link_uniform_blocks(ctx, prog))
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return false;
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if (!gl_nir_link_uniforms(ctx, prog, options->fill_parameters))
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return false;
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gl_nir_link_assign_atomic_counter_resources(ctx, prog);
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gl_nir_link_assign_xfb_resources(ctx, prog);
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return true;
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}
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@@ -31,6 +31,14 @@ extern "C" {
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struct gl_context;
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struct gl_shader_program;
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struct gl_nir_linker_options {
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bool fill_parameters;
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};
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bool gl_nir_link(struct gl_context *ctx,
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struct gl_shader_program *prog,
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const struct gl_nir_linker_options *options);
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bool gl_nir_link_uniforms(struct gl_context *ctx,
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struct gl_shader_program *prog,
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bool fill_parameters);
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@@ -269,15 +269,11 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
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/* SPIR-V programs use a NIR linker */
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if (shProg->data->spirv) {
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if (!gl_nir_link_uniform_blocks(ctx, shProg)) {
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static const gl_nir_linker_options opts = {
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.fill_parameters = false,
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};
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if (!gl_nir_link(ctx, shProg, &opts))
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return GL_FALSE;
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}
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if (!gl_nir_link_uniforms(ctx, shProg, /* fill_parameters */ false))
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return GL_FALSE;
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gl_nir_link_assign_atomic_counter_resources(ctx, shProg);
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gl_nir_link_assign_xfb_resources(ctx, shProg);
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}
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for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
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@@ -687,15 +687,12 @@ st_link_nir(struct gl_context *ctx,
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* st_nir_preprocess.
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*/
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if (shader_program->data->spirv) {
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if (!gl_nir_link_uniform_blocks(ctx, shader_program))
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static const gl_nir_linker_options opts = {
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.fill_parameters = true,
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};
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if (!gl_nir_link(ctx, shader_program, &opts))
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return GL_FALSE;
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if (!gl_nir_link_uniforms(ctx, shader_program, /* fill_parameters */ true))
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return GL_FALSE;
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gl_nir_link_assign_atomic_counter_resources(ctx, shader_program);
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gl_nir_link_assign_xfb_resources(ctx, shader_program);
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nir_build_program_resource_list(ctx, shader_program);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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