mesa/glspirv: Add _mesa_spirv_link_shaders() function

This is the equivalent to link_shaders() from
src/compiler/glsl/linker.cpp, but for SPIR-V programs. It just
creates the program and its gl_linked_shader objects, giving drivers
the opportunity to implement any linking of SPIR-V shaders they choose,
at a later stage.

v2: Bail out if we see more that one shader for the same stage, and
    add a corresponding comment. (Timothy Arceri)

v3:
  * Adds also a linker error log to the condition above, with a
    reference to the specification issue. (Timothy Arceri)
  * Squash with the patch adding the function boilerplate (Timothy
    Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Eduardo Lima Mitev 2017-10-10 10:46:29 +02:00 committed by Alejandro Piñeiro
parent 22b6b3d0a7
commit 9c36e9f862
2 changed files with 75 additions and 0 deletions

View file

@ -28,6 +28,8 @@
#include "compiler/nir/nir.h"
#include "compiler/spirv/nir_spirv.h"
#include "program/program.h"
#include "util/u_atomic.h"
void
@ -103,6 +105,75 @@ _mesa_spirv_shader_binary(struct gl_context *ctx,
}
}
/**
* This is the equivalent to compiler/glsl/linker.cpp::link_shaders()
* but for SPIR-V programs.
*
* This method just creates the gl_linked_shader structs with a reference to
* the SPIR-V data collected during previous steps.
*
* The real linking happens later in the driver-specifc call LinkShader().
* This is so backends can implement different linking strategies for
* SPIR-V programs.
*/
void
_mesa_spirv_link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
prog->data->LinkStatus = LINKING_SUCCESS;
prog->data->Validated = false;
for (unsigned i = 0; i < prog->NumShaders; i++) {
struct gl_shader *shader = prog->Shaders[i];
gl_shader_stage shader_type = shader->Stage;
/* We only support one shader per stage. The gl_spirv spec doesn't seem
* to prevent this, but the way the API is designed, requiring all shaders
* to be specialized with an entry point, makes supporting this quite
* undefined.
*
* TODO: Turn this into a proper error once the spec bug
* <https://gitlab.khronos.org/opengl/API/issues/58> is resolved.
*/
if (prog->_LinkedShaders[shader_type]) {
ralloc_strcat(&prog->data->InfoLog,
"\nError trying to link more than one SPIR-V shader "
"per stage.\n");
prog->data->LinkStatus = LINKING_FAILURE;
return;
}
assert(shader->spirv_data);
struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
linked->Stage = shader_type;
/* Create program and attach it to the linked shader */
struct gl_program *gl_prog =
ctx->Driver.NewProgram(ctx,
_mesa_shader_stage_to_program(shader_type),
prog->Name, false);
if (!gl_prog) {
prog->data->LinkStatus = LINKING_FAILURE;
_mesa_delete_linked_shader(ctx, linked);
return;
}
_mesa_reference_shader_program_data(ctx,
&gl_prog->sh.data,
prog->data);
/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
/* Reference the SPIR-V data from shader to the linked shader */
_mesa_shader_spirv_data_reference(&linked->spirv_data,
shader->spirv_data);
prog->_LinkedShaders[shader_type] = linked;
prog->data->linked_stages |= 1 << shader_type;
}
}
void GLAPIENTRY
_mesa_SpecializeShaderARB(GLuint shader,
const GLchar *pEntryPoint,

View file

@ -76,6 +76,10 @@ _mesa_spirv_shader_binary(struct gl_context *ctx,
unsigned n, struct gl_shader **shaders,
const void* binary, size_t length);
void
_mesa_spirv_link_shaders(struct gl_context *ctx,
struct gl_shader_program *prog);
/**
* \name API functions
*/