
v2: added TODO comment hinting possible future refactoring of nir_build_program_resource_list and build_program_resource_list, to avoid code duplication (Alejandro, to explicitly reflect a valid concern from Timothy during the review). Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
192 lines
6.5 KiB
C
192 lines
6.5 KiB
C
/*
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* Copyright © 2018 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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#include "nir.h"
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#include "gl_nir_linker.h"
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#include "linker_util.h"
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#include "main/mtypes.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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/* This file included general link methods, using NIR, instead of IR as
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* the counter-part glsl/linker.cpp
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*
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* Also note that this is tailored for ARB_gl_spirv needs and particularities
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*/
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static bool
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add_interface_variables(const struct gl_context *cts,
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struct gl_shader_program *prog,
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struct set *resource_set,
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unsigned stage, GLenum programInterface)
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{
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const struct exec_list *var_list = NULL;
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struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
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if (!sh)
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return true;
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nir_shader *nir = sh->Program->nir;
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assert(nir);
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switch (programInterface) {
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case GL_PROGRAM_INPUT:
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var_list = &nir->inputs;
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break;
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case GL_PROGRAM_OUTPUT:
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var_list = &nir->outputs;
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break;
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default:
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assert("!Should not get here");
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break;
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}
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nir_foreach_variable(var, var_list) {
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if (var->data.how_declared == nir_var_hidden)
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continue;
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int loc_bias = 0;
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switch(var->data.mode) {
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case nir_var_system_value:
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case nir_var_shader_in:
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if (programInterface != GL_PROGRAM_INPUT)
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continue;
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loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0
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: VARYING_SLOT_VAR0;
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break;
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case nir_var_shader_out:
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if (programInterface != GL_PROGRAM_OUTPUT)
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continue;
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loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0
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: VARYING_SLOT_VAR0;
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break;
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default:
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continue;
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}
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if (var->data.patch)
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loc_bias = VARYING_SLOT_PATCH0;
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struct gl_shader_variable *sh_var =
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rzalloc(prog, struct gl_shader_variable);
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/* In the ARB_gl_spirv spec, names are considered optional debug info, so
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* the linker needs to work without them. Returning them is optional.
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* For simplicity, we ignore names.
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*/
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sh_var->name = NULL;
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sh_var->type = var->type;
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sh_var->location = var->data.location - loc_bias;
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sh_var->index = var->data.index;
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if (!link_util_add_program_resource(prog, resource_set,
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programInterface,
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sh_var, 1 << stage)) {
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return false;
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}
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}
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return true;
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}
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/* TODO: as we keep adding features, this method is becoming more and more
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* similar to its GLSL counterpart at linker.cpp. Eventually it would be good
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* to check if they could be refactored, and reduce code duplication somehow
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*/
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void
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nir_build_program_resource_list(struct gl_context *ctx,
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struct gl_shader_program *prog)
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{
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/* Rebuild resource list. */
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if (prog->data->ProgramResourceList) {
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ralloc_free(prog->data->ProgramResourceList);
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prog->data->ProgramResourceList = NULL;
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prog->data->NumProgramResourceList = 0;
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}
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int input_stage = MESA_SHADER_STAGES, output_stage = 0;
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/* Determine first input and final output stage. These are used to
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* detect which variables should be enumerated in the resource list
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* for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
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*/
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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if (!prog->_LinkedShaders[i])
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continue;
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if (input_stage == MESA_SHADER_STAGES)
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input_stage = i;
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output_stage = i;
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}
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/* Empty shader, no resources. */
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if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
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return;
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struct set *resource_set = _mesa_pointer_set_create(NULL);
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/* Add inputs and outputs to the resource list. */
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if (!add_interface_variables(ctx, prog, resource_set, input_stage,
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GL_PROGRAM_INPUT)) {
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return;
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}
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if (!add_interface_variables(ctx, prog, resource_set, output_stage,
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GL_PROGRAM_OUTPUT)) {
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return;
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}
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/* Add uniforms
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*
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* Here, it is expected that nir_link_uniforms() has already been
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* called, so that UniformStorage table is already available.
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*/
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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/* Do not add uniforms internally used by Mesa. */
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if (uniform->hidden)
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continue;
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if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
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uniform->active_shader_mask)) {
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return;
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}
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}
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
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&prog->data->UniformBlocks[i],
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prog->data->UniformBlocks[i].stageref))
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return;
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
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&prog->data->ShaderStorageBlocks[i],
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prog->data->ShaderStorageBlocks[i].stageref))
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return;
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}
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_mesa_set_destroy(resource_set, NULL);
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}
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