Files
third_party_mesa3d/src/compiler/glsl/gl_nir_linker.c
Antia Puentes ffdb44d3a0 nir/linker: Add inputs/outputs to the program resource list
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>
2019-07-12 23:42:41 +02:00

192 lines
6.5 KiB
C

/*
* Copyright © 2018 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir.h"
#include "gl_nir_linker.h"
#include "linker_util.h"
#include "main/mtypes.h"
#include "ir_uniform.h" /* for gl_uniform_storage */
/* This file included general link methods, using NIR, instead of IR as
* the counter-part glsl/linker.cpp
*
* Also note that this is tailored for ARB_gl_spirv needs and particularities
*/
static bool
add_interface_variables(const struct gl_context *cts,
struct gl_shader_program *prog,
struct set *resource_set,
unsigned stage, GLenum programInterface)
{
const struct exec_list *var_list = NULL;
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
if (!sh)
return true;
nir_shader *nir = sh->Program->nir;
assert(nir);
switch (programInterface) {
case GL_PROGRAM_INPUT:
var_list = &nir->inputs;
break;
case GL_PROGRAM_OUTPUT:
var_list = &nir->outputs;
break;
default:
assert("!Should not get here");
break;
}
nir_foreach_variable(var, var_list) {
if (var->data.how_declared == nir_var_hidden)
continue;
int loc_bias = 0;
switch(var->data.mode) {
case nir_var_system_value:
case nir_var_shader_in:
if (programInterface != GL_PROGRAM_INPUT)
continue;
loc_bias = (stage == MESA_SHADER_VERTEX) ? VERT_ATTRIB_GENERIC0
: VARYING_SLOT_VAR0;
break;
case nir_var_shader_out:
if (programInterface != GL_PROGRAM_OUTPUT)
continue;
loc_bias = (stage == MESA_SHADER_FRAGMENT) ? FRAG_RESULT_DATA0
: VARYING_SLOT_VAR0;
break;
default:
continue;
}
if (var->data.patch)
loc_bias = VARYING_SLOT_PATCH0;
struct gl_shader_variable *sh_var =
rzalloc(prog, struct gl_shader_variable);
/* In the ARB_gl_spirv spec, names are considered optional debug info, so
* the linker needs to work without them. Returning them is optional.
* For simplicity, we ignore names.
*/
sh_var->name = NULL;
sh_var->type = var->type;
sh_var->location = var->data.location - loc_bias;
sh_var->index = var->data.index;
if (!link_util_add_program_resource(prog, resource_set,
programInterface,
sh_var, 1 << stage)) {
return false;
}
}
return true;
}
/* TODO: as we keep adding features, this method is becoming more and more
* similar to its GLSL counterpart at linker.cpp. Eventually it would be good
* to check if they could be refactored, and reduce code duplication somehow
*/
void
nir_build_program_resource_list(struct gl_context *ctx,
struct gl_shader_program *prog)
{
/* Rebuild resource list. */
if (prog->data->ProgramResourceList) {
ralloc_free(prog->data->ProgramResourceList);
prog->data->ProgramResourceList = NULL;
prog->data->NumProgramResourceList = 0;
}
int input_stage = MESA_SHADER_STAGES, output_stage = 0;
/* Determine first input and final output stage. These are used to
* detect which variables should be enumerated in the resource list
* for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
*/
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (!prog->_LinkedShaders[i])
continue;
if (input_stage == MESA_SHADER_STAGES)
input_stage = i;
output_stage = i;
}
/* Empty shader, no resources. */
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
struct set *resource_set = _mesa_pointer_set_create(NULL);
/* Add inputs and outputs to the resource list. */
if (!add_interface_variables(ctx, prog, resource_set, input_stage,
GL_PROGRAM_INPUT)) {
return;
}
if (!add_interface_variables(ctx, prog, resource_set, output_stage,
GL_PROGRAM_OUTPUT)) {
return;
}
/* Add uniforms
*
* Here, it is expected that nir_link_uniforms() has already been
* called, so that UniformStorage table is already available.
*/
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
/* Do not add uniforms internally used by Mesa. */
if (uniform->hidden)
continue;
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
uniform->active_shader_mask)) {
return;
}
}
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM_BLOCK,
&prog->data->UniformBlocks[i],
prog->data->UniformBlocks[i].stageref))
return;
}
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
if (!link_util_add_program_resource(prog, resource_set, GL_SHADER_STORAGE_BLOCK,
&prog->data->ShaderStorageBlocks[i],
prog->data->ShaderStorageBlocks[i].stageref))
return;
}
_mesa_set_destroy(resource_set, NULL);
}