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This function is equivalent to the linker.cpp
build_program_resource_list() but will extract the resources from NIR
shaders instead.
For now, only uniforms and program inputs are implemented.
v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
v3: remove support for inputs, that is still WIP (spotted by Timothy
Arceri)
Signed-off-by: Eduardo Lima <elima@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
67 lines
2.5 KiB
C
67 lines
2.5 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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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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struct set *resource_set = _mesa_set_create(NULL,
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_mesa_hash_pointer,
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_mesa_key_pointer_equal);
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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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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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_mesa_set_destroy(resource_set, NULL);
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}
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