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i965: Move brw_link_shader() and friends to new file brw_link.cpp
We want to use the rest of brw_shader.cpp with the rest of the compiler without pulling in the GLSL linking code. Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
This commit is contained in:
parent
99ca2256c1
commit
4f33700f5a
4 changed files with 284 additions and 249 deletions
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@ -73,6 +73,7 @@ i965_FILES = \
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brw_ir_allocator.h \
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brw_ir_fs.h \
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brw_ir_vec4.h \
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brw_link.cpp \
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brw_lower_texture_gradients.cpp \
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brw_lower_unnormalized_offset.cpp \
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brw_meta_fast_clear.c \
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280
src/mesa/drivers/dri/i965/brw_link.cpp
Normal file
280
src/mesa/drivers/dri/i965/brw_link.cpp
Normal file
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@ -0,0 +1,280 @@
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/*
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* Copyright © 2015 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 "main/macros.h"
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#include "brw_context.h"
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#include "brw_vs.h"
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#include "brw_gs.h"
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#include "brw_fs.h"
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#include "brw_cfg.h"
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#include "brw_nir.h"
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#include "glsl/ir_optimization.h"
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#include "glsl/glsl_parser_extras.h"
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#include "main/shaderapi.h"
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/**
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* Performs a compile of the shader stages even when we don't know
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* what non-orthogonal state will be set, in the hope that it reflects
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* the eventual NOS used, and thus allows us to produce link failures.
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*/
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static bool
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brw_shader_precompile(struct gl_context *ctx,
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struct gl_shader_program *sh_prog)
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{
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struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
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struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
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struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
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if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
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return false;
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if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
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return false;
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if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
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return false;
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if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
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return false;
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return true;
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}
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static void
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brw_lower_packing_builtins(struct brw_context *brw,
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gl_shader_stage shader_type,
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exec_list *ir)
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{
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int ops = LOWER_PACK_SNORM_2x16
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| LOWER_UNPACK_SNORM_2x16
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| LOWER_PACK_UNORM_2x16
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| LOWER_UNPACK_UNORM_2x16;
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if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
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ops |= LOWER_UNPACK_UNORM_4x8
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| LOWER_UNPACK_SNORM_4x8
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| LOWER_PACK_UNORM_4x8
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| LOWER_PACK_SNORM_4x8;
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}
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if (brw->gen >= 7) {
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/* Gen7 introduced the f32to16 and f16to32 instructions, which can be
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* used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
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* lowering is needed. For SOA code, the Half2x16 ops must be
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* scalarized.
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*/
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if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
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ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
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| LOWER_UNPACK_HALF_2x16_TO_SPLIT;
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}
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} else {
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ops |= LOWER_PACK_HALF_2x16
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| LOWER_UNPACK_HALF_2x16;
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}
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lower_packing_builtins(ir, ops);
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}
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static void
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process_glsl_ir(gl_shader_stage stage,
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struct brw_context *brw,
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struct gl_shader_program *shader_prog,
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struct gl_shader *shader)
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{
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struct gl_context *ctx = &brw->ctx;
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const struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[shader->Stage];
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/* Temporary memory context for any new IR. */
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void *mem_ctx = ralloc_context(NULL);
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ralloc_adopt(mem_ctx, shader->ir);
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/* lower_packing_builtins() inserts arithmetic instructions, so it
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* must precede lower_instructions().
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*/
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brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
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do_mat_op_to_vec(shader->ir);
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const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
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lower_instructions(shader->ir,
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MOD_TO_FLOOR |
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DIV_TO_MUL_RCP |
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SUB_TO_ADD_NEG |
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EXP_TO_EXP2 |
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LOG_TO_LOG2 |
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bitfield_insert |
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LDEXP_TO_ARITH |
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CARRY_TO_ARITH |
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BORROW_TO_ARITH);
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/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
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* if-statements need to be flattened.
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*/
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if (brw->gen < 6)
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lower_if_to_cond_assign(shader->ir, 16);
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do_lower_texture_projection(shader->ir);
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brw_lower_texture_gradients(brw, shader->ir);
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do_vec_index_to_cond_assign(shader->ir);
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lower_vector_insert(shader->ir, true);
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lower_offset_arrays(shader->ir);
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brw_do_lower_unnormalized_offset(shader->ir);
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lower_noise(shader->ir);
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lower_quadop_vector(shader->ir, false);
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bool lowered_variable_indexing =
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lower_variable_index_to_cond_assign((gl_shader_stage)stage,
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shader->ir,
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options->EmitNoIndirectInput,
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options->EmitNoIndirectOutput,
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options->EmitNoIndirectTemp,
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options->EmitNoIndirectUniform);
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if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
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perf_debug("Unsupported form of variable indexing in %s; falling "
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"back to very inefficient code generation\n",
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_mesa_shader_stage_to_abbrev(shader->Stage));
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}
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lower_ubo_reference(shader, shader->ir);
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bool progress;
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do {
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progress = false;
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if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
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brw_do_channel_expressions(shader->ir);
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brw_do_vector_splitting(shader->ir);
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}
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progress = do_lower_jumps(shader->ir, true, true,
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true, /* main return */
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false, /* continue */
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false /* loops */
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) || progress;
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progress = do_common_optimization(shader->ir, true, true,
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options, ctx->Const.NativeIntegers) || progress;
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} while (progress);
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validate_ir_tree(shader->ir);
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/* Now that we've finished altering the linked IR, reparent any live IR back
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* to the permanent memory context, and free the temporary one (discarding any
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* junk we optimized away).
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*/
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reparent_ir(shader->ir, shader->ir);
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ralloc_free(mem_ctx);
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if (ctx->_Shader->Flags & GLSL_DUMP) {
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fprintf(stderr, "\n");
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fprintf(stderr, "GLSL IR for linked %s program %d:\n",
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_mesa_shader_stage_to_string(shader->Stage),
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shader_prog->Name);
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_mesa_print_ir(stderr, shader->ir, NULL);
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fprintf(stderr, "\n");
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}
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}
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GLboolean
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brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
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{
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struct brw_context *brw = brw_context(ctx);
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const struct brw_compiler *compiler = brw->intelScreen->compiler;
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unsigned int stage;
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for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
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struct gl_shader *shader = shProg->_LinkedShaders[stage];
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if (!shader)
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continue;
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struct gl_program *prog =
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ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
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shader->Name);
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if (!prog)
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return false;
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prog->Parameters = _mesa_new_parameter_list();
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_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
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process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
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/* Make a pass over the IR to add state references for any built-in
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* uniforms that are used. This has to be done now (during linking).
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* Code generation doesn't happen until the first time this shader is
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* used for rendering. Waiting until then to generate the parameters is
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* too late. At that point, the values for the built-in uniforms won't
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* get sent to the shader.
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*/
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foreach_in_list(ir_instruction, node, shader->ir) {
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ir_variable *var = node->as_variable();
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if ((var == NULL) || (var->data.mode != ir_var_uniform)
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|| (strncmp(var->name, "gl_", 3) != 0))
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continue;
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const ir_state_slot *const slots = var->get_state_slots();
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assert(slots != NULL);
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for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
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_mesa_add_state_reference(prog->Parameters,
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(gl_state_index *) slots[i].tokens);
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}
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}
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do_set_program_inouts(shader->ir, prog, shader->Stage);
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prog->SamplersUsed = shader->active_samplers;
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prog->ShadowSamplers = shader->shadow_samplers;
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_mesa_update_shader_textures_used(shProg, prog);
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_mesa_reference_program(ctx, &shader->Program, prog);
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brw_add_texrect_params(prog);
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prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
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is_scalar_shader_stage(compiler, stage));
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_mesa_reference_program(ctx, &prog, NULL);
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}
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if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
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for (unsigned i = 0; i < shProg->NumShaders; i++) {
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const struct gl_shader *sh = shProg->Shaders[i];
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if (!sh)
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continue;
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fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
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_mesa_shader_stage_to_string(sh->Stage),
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i, shProg->Name);
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fprintf(stderr, "%s", sh->Source);
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fprintf(stderr, "\n");
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}
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}
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if (brw->precompile && !brw_shader_precompile(ctx, shProg))
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return false;
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return true;
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}
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@ -72,7 +72,7 @@ shader_perf_log_mesa(void *data, const char *fmt, ...)
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va_end(args);
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}
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static bool
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bool
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is_scalar_shader_stage(const struct brw_compiler *compiler, int stage)
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{
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switch (stage) {
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@ -164,254 +164,6 @@ brw_new_shader(struct gl_context *ctx, GLuint name, GLuint type)
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return &shader->base;
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}
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/**
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* Performs a compile of the shader stages even when we don't know
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* what non-orthogonal state will be set, in the hope that it reflects
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* the eventual NOS used, and thus allows us to produce link failures.
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*/
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static bool
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brw_shader_precompile(struct gl_context *ctx,
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struct gl_shader_program *sh_prog)
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{
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struct gl_shader *vs = sh_prog->_LinkedShaders[MESA_SHADER_VERTEX];
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struct gl_shader *gs = sh_prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
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struct gl_shader *fs = sh_prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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struct gl_shader *cs = sh_prog->_LinkedShaders[MESA_SHADER_COMPUTE];
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if (fs && !brw_fs_precompile(ctx, sh_prog, fs->Program))
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return false;
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if (gs && !brw_gs_precompile(ctx, sh_prog, gs->Program))
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return false;
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if (vs && !brw_vs_precompile(ctx, sh_prog, vs->Program))
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return false;
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if (cs && !brw_cs_precompile(ctx, sh_prog, cs->Program))
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return false;
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return true;
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}
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static void
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brw_lower_packing_builtins(struct brw_context *brw,
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gl_shader_stage shader_type,
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exec_list *ir)
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{
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int ops = LOWER_PACK_SNORM_2x16
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| LOWER_UNPACK_SNORM_2x16
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| LOWER_PACK_UNORM_2x16
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| LOWER_UNPACK_UNORM_2x16;
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if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
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ops |= LOWER_UNPACK_UNORM_4x8
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| LOWER_UNPACK_SNORM_4x8
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| LOWER_PACK_UNORM_4x8
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| LOWER_PACK_SNORM_4x8;
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}
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if (brw->gen >= 7) {
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/* Gen7 introduced the f32to16 and f16to32 instructions, which can be
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* used to execute packHalf2x16 and unpackHalf2x16. For AOS code, no
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* lowering is needed. For SOA code, the Half2x16 ops must be
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* scalarized.
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*/
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if (is_scalar_shader_stage(brw->intelScreen->compiler, shader_type)) {
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ops |= LOWER_PACK_HALF_2x16_TO_SPLIT
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| LOWER_UNPACK_HALF_2x16_TO_SPLIT;
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}
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} else {
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ops |= LOWER_PACK_HALF_2x16
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| LOWER_UNPACK_HALF_2x16;
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}
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lower_packing_builtins(ir, ops);
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}
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static void
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process_glsl_ir(gl_shader_stage stage,
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struct brw_context *brw,
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struct gl_shader_program *shader_prog,
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struct gl_shader *shader)
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{
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struct gl_context *ctx = &brw->ctx;
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const struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[shader->Stage];
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/* Temporary memory context for any new IR. */
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void *mem_ctx = ralloc_context(NULL);
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ralloc_adopt(mem_ctx, shader->ir);
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/* lower_packing_builtins() inserts arithmetic instructions, so it
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* must precede lower_instructions().
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*/
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brw_lower_packing_builtins(brw, shader->Stage, shader->ir);
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do_mat_op_to_vec(shader->ir);
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const int bitfield_insert = brw->gen >= 7 ? BITFIELD_INSERT_TO_BFM_BFI : 0;
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lower_instructions(shader->ir,
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MOD_TO_FLOOR |
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DIV_TO_MUL_RCP |
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SUB_TO_ADD_NEG |
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EXP_TO_EXP2 |
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LOG_TO_LOG2 |
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bitfield_insert |
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LDEXP_TO_ARITH |
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CARRY_TO_ARITH |
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BORROW_TO_ARITH);
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/* Pre-gen6 HW can only nest if-statements 16 deep. Beyond this,
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* if-statements need to be flattened.
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*/
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if (brw->gen < 6)
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lower_if_to_cond_assign(shader->ir, 16);
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do_lower_texture_projection(shader->ir);
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brw_lower_texture_gradients(brw, shader->ir);
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do_vec_index_to_cond_assign(shader->ir);
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lower_vector_insert(shader->ir, true);
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lower_offset_arrays(shader->ir);
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brw_do_lower_unnormalized_offset(shader->ir);
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lower_noise(shader->ir);
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lower_quadop_vector(shader->ir, false);
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bool lowered_variable_indexing =
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lower_variable_index_to_cond_assign((gl_shader_stage)stage,
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shader->ir,
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options->EmitNoIndirectInput,
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options->EmitNoIndirectOutput,
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options->EmitNoIndirectTemp,
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options->EmitNoIndirectUniform);
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if (unlikely(brw->perf_debug && lowered_variable_indexing)) {
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perf_debug("Unsupported form of variable indexing in %s; falling "
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"back to very inefficient code generation\n",
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_mesa_shader_stage_to_abbrev(shader->Stage));
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}
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||||
lower_ubo_reference(shader, shader->ir);
|
||||
|
||||
bool progress;
|
||||
do {
|
||||
progress = false;
|
||||
|
||||
if (is_scalar_shader_stage(brw->intelScreen->compiler, shader->Stage)) {
|
||||
brw_do_channel_expressions(shader->ir);
|
||||
brw_do_vector_splitting(shader->ir);
|
||||
}
|
||||
|
||||
progress = do_lower_jumps(shader->ir, true, true,
|
||||
true, /* main return */
|
||||
false, /* continue */
|
||||
false /* loops */
|
||||
) || progress;
|
||||
|
||||
progress = do_common_optimization(shader->ir, true, true,
|
||||
options, ctx->Const.NativeIntegers) || progress;
|
||||
} while (progress);
|
||||
|
||||
validate_ir_tree(shader->ir);
|
||||
|
||||
/* Now that we've finished altering the linked IR, reparent any live IR back
|
||||
* to the permanent memory context, and free the temporary one (discarding any
|
||||
* junk we optimized away).
|
||||
*/
|
||||
reparent_ir(shader->ir, shader->ir);
|
||||
ralloc_free(mem_ctx);
|
||||
|
||||
if (ctx->_Shader->Flags & GLSL_DUMP) {
|
||||
fprintf(stderr, "\n");
|
||||
fprintf(stderr, "GLSL IR for linked %s program %d:\n",
|
||||
_mesa_shader_stage_to_string(shader->Stage),
|
||||
shader_prog->Name);
|
||||
_mesa_print_ir(stderr, shader->ir, NULL);
|
||||
fprintf(stderr, "\n");
|
||||
}
|
||||
}
|
||||
|
||||
GLboolean
|
||||
brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
|
||||
{
|
||||
struct brw_context *brw = brw_context(ctx);
|
||||
const struct brw_compiler *compiler = brw->intelScreen->compiler;
|
||||
unsigned int stage;
|
||||
|
||||
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
|
||||
struct gl_shader *shader = shProg->_LinkedShaders[stage];
|
||||
if (!shader)
|
||||
continue;
|
||||
|
||||
struct gl_program *prog =
|
||||
ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
|
||||
shader->Name);
|
||||
if (!prog)
|
||||
return false;
|
||||
prog->Parameters = _mesa_new_parameter_list();
|
||||
|
||||
_mesa_copy_linked_program_data((gl_shader_stage) stage, shProg, prog);
|
||||
|
||||
process_glsl_ir((gl_shader_stage) stage, brw, shProg, shader);
|
||||
|
||||
/* Make a pass over the IR to add state references for any built-in
|
||||
* uniforms that are used. This has to be done now (during linking).
|
||||
* Code generation doesn't happen until the first time this shader is
|
||||
* used for rendering. Waiting until then to generate the parameters is
|
||||
* too late. At that point, the values for the built-in uniforms won't
|
||||
* get sent to the shader.
|
||||
*/
|
||||
foreach_in_list(ir_instruction, node, shader->ir) {
|
||||
ir_variable *var = node->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->data.mode != ir_var_uniform)
|
||||
|| (strncmp(var->name, "gl_", 3) != 0))
|
||||
continue;
|
||||
|
||||
const ir_state_slot *const slots = var->get_state_slots();
|
||||
assert(slots != NULL);
|
||||
|
||||
for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
|
||||
_mesa_add_state_reference(prog->Parameters,
|
||||
(gl_state_index *) slots[i].tokens);
|
||||
}
|
||||
}
|
||||
|
||||
do_set_program_inouts(shader->ir, prog, shader->Stage);
|
||||
|
||||
prog->SamplersUsed = shader->active_samplers;
|
||||
prog->ShadowSamplers = shader->shadow_samplers;
|
||||
_mesa_update_shader_textures_used(shProg, prog);
|
||||
|
||||
_mesa_reference_program(ctx, &shader->Program, prog);
|
||||
|
||||
brw_add_texrect_params(prog);
|
||||
|
||||
prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage,
|
||||
is_scalar_shader_stage(compiler, stage));
|
||||
|
||||
_mesa_reference_program(ctx, &prog, NULL);
|
||||
}
|
||||
|
||||
if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
|
||||
for (unsigned i = 0; i < shProg->NumShaders; i++) {
|
||||
const struct gl_shader *sh = shProg->Shaders[i];
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
fprintf(stderr, "GLSL %s shader %d source for linked program %d:\n",
|
||||
_mesa_shader_stage_to_string(sh->Stage),
|
||||
i, shProg->Name);
|
||||
fprintf(stderr, "%s", sh->Source);
|
||||
fprintf(stderr, "\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
enum brw_reg_type
|
||||
brw_type_for_base_type(const struct glsl_type *type)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -318,6 +318,8 @@ bool brw_cs_precompile(struct gl_context *ctx,
|
|||
int type_size_scalar(const struct glsl_type *type);
|
||||
int type_size_vec4(const struct glsl_type *type);
|
||||
|
||||
bool is_scalar_shader_stage(const struct brw_compiler *compiler, int stage);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue