glsl: add temporary copy_shader_info() function
This function is added here to ease refactoring towards using the new shared shader_info. Once refactoring is complete and values are set directly it will be removed. We call it from _mesa_copy_linked_program_data() rather than glsl_to_nir() so that the values will be set for all drivers. In order to do this some calls need to be moved around so that we make sure to call do_set_program_inouts() before _mesa_copy_linked_program_data() Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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78
src/compiler/shader_info.c
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78
src/compiler/shader_info.c
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/*
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* Copyright © 2016 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "mesa/main/mtypes.h"
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void
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copy_shader_info(const struct gl_shader_program *shader_prog,
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struct gl_linked_shader *sh)
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{
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shader_info *info = &sh->Program->info;
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info->inputs_read = sh->Program->InputsRead;
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info->double_inputs_read = sh->Program->DoubleInputsRead;
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info->outputs_written = sh->Program->OutputsWritten;
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info->outputs_read = sh->Program->OutputsRead;
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info->patch_inputs_read = sh->Program->PatchInputsRead;
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info->patch_outputs_written = sh->Program->PatchOutputsWritten;
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info->system_values_read = sh->Program->SystemValuesRead;
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info->uses_texture_gather = sh->Program->UsesGather;
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switch (sh->Stage) {
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case MESA_SHADER_TESS_CTRL:
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info->tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
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break;
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case MESA_SHADER_GEOMETRY:
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info->gs.vertices_in = shader_prog->Geom.VerticesIn;
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info->gs.output_primitive = sh->info.Geom.OutputType;
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info->gs.vertices_out = sh->info.Geom.VerticesOut;
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info->gs.invocations = sh->info.Geom.Invocations;
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info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
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info->gs.uses_streams = shader_prog->Geom.UsesStreams;
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break;
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case MESA_SHADER_FRAGMENT: {
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struct gl_fragment_program *fp =
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(struct gl_fragment_program *)sh->Program;
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info->fs.uses_discard = fp->UsesKill;
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info->fs.uses_sample_qualifier = fp->IsSample != 0;
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info->fs.early_fragment_tests = sh->info.EarlyFragmentTests;
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info->fs.depth_layout = fp->FragDepthLayout;
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break;
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}
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case MESA_SHADER_COMPUTE: {
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struct gl_compute_program *cp = (struct gl_compute_program *)sh->Program;
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info->cs.local_size[0] = cp->LocalSize[0];
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info->cs.local_size[1] = cp->LocalSize[1];
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info->cs.local_size[2] = cp->LocalSize[2];
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break;
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}
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default:
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break; /* No stage-specific info */
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}
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}
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