glsl: Move link_get_main_function_signature to a common location
Also rename to _mesa_get_main_function_signature. We will call it near the end of compilation to insert some code into main for initializing some compute shader global variables. Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
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@@ -5121,4 +5121,32 @@ _mesa_glsl_get_builtin_function_shader()
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return builtins.shader;
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}
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/**
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* Get the function signature for main from a shader
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*/
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ir_function_signature *
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_mesa_get_main_function_signature(gl_shader *sh)
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{
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ir_function *const f = sh->symbols->get_function("main");
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if (f != NULL) {
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exec_list void_parameters;
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/* Look for the 'void main()' signature and ensure that it's defined.
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* This keeps the linker from accidentally pick a shader that just
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* contains a prototype for main.
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*
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* We don't have to check for multiple definitions of main (in multiple
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* shaders) because that would have already been caught above.
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*/
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ir_function_signature *sig =
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f->matching_signature(NULL, &void_parameters, false);
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if ((sig != NULL) && sig->is_defined) {
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return sig;
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}
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}
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return NULL;
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}
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/** @} */
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@@ -2529,6 +2529,9 @@ _mesa_glsl_find_builtin_function_by_name(const char *name);
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extern gl_shader *
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_mesa_glsl_get_builtin_function_shader(void);
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extern ir_function_signature *
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_mesa_get_main_function_signature(gl_shader *sh);
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extern void
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_mesa_glsl_release_functions(void);
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@@ -1341,33 +1341,6 @@ move_non_declarations(exec_list *instructions, exec_node *last,
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return last;
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}
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/**
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* Get the function signature for main from a shader
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*/
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ir_function_signature *
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link_get_main_function_signature(gl_shader *sh)
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{
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ir_function *const f = sh->symbols->get_function("main");
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if (f != NULL) {
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exec_list void_parameters;
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/* Look for the 'void main()' signature and ensure that it's defined.
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* This keeps the linker from accidentally pick a shader that just
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* contains a prototype for main.
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*
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* We don't have to check for multiple definitions of main (in multiple
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* shaders) because that would have already been caught above.
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*/
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ir_function_signature *sig =
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f->matching_signature(NULL, &void_parameters, false);
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if ((sig != NULL) && sig->is_defined) {
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return sig;
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}
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}
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return NULL;
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}
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/**
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* This class is only used in link_intrastage_shaders() below but declaring
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@@ -2040,7 +2013,7 @@ link_intrastage_shaders(void *mem_ctx,
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*/
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gl_shader *main = NULL;
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for (unsigned i = 0; i < num_shaders; i++) {
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if (link_get_main_function_signature(shader_list[i]) != NULL) {
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if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
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main = shader_list[i];
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break;
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}
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@@ -2072,7 +2045,7 @@ link_intrastage_shaders(void *mem_ctx,
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* copy of the original shader that contained the main function).
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*/
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ir_function_signature *const main_sig =
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link_get_main_function_signature(linked);
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_mesa_get_main_function_signature(linked);
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/* Move any instructions other than variable declarations or function
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* declarations into main.
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@@ -26,9 +26,6 @@
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#ifndef GLSL_LINKER_H
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#define GLSL_LINKER_H
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ir_function_signature *
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link_get_main_function_signature(gl_shader *sh);
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extern bool
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link_function_calls(gl_shader_program *prog, gl_shader *main,
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gl_shader **shader_list, unsigned num_shaders);
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@@ -130,7 +130,7 @@ lower_vertex_id(gl_shader *shader)
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return false;
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ir_function_signature *const main_sig =
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link_get_main_function_signature(shader);
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_mesa_get_main_function_signature(shader);
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if (main_sig == NULL) {
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assert(main_sig != NULL);
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return false;
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