[Mesa-dev] [PATCH 17/22] nir/linker: Add nir_build_program_resource_list()

Timothy Arceri tarceri at itsqueeze.com
Sun Apr 29 08:15:19 UTC 2018


Again this should be moved to src/compiler/glsl/ somewhere.

On 18/04/18 00:36, Alejandro Piñeiro wrote:
> From: Eduardo Lima Mitev <elima at igalia.com>
> 
> This function is equivalent to the compiler/glsl
> build_program_resource_list() but will extract the resources from NIR
> shaders instead.
> 
> For now, only uniforms and program inputs are implemented.
> 
> Signed-off-by: Eduardo Lima <elima at igalia.com>
> Signed-off-by: Alejandro Piñeiro <apinheiro at igalia.com>
> ---
>   src/compiler/nir/nir_linker.h          |  3 ++
>   src/compiler/nir/nir_linking_helpers.c | 63 ++++++++++++++++++++++++++++++++++
>   2 files changed, 66 insertions(+)
> 
> diff --git a/src/compiler/nir/nir_linker.h b/src/compiler/nir/nir_linker.h
> index 09f7042dffa..0e3b609a4d2 100644
> --- a/src/compiler/nir/nir_linker.h
> +++ b/src/compiler/nir/nir_linker.h
> @@ -38,6 +38,9 @@ void
>   nir_set_uniform_initializers(struct gl_context *ctx,
>                                struct gl_shader_program *prog);
>   
> +void nir_build_program_resource_list(struct gl_context *ctx,
> +                                     struct gl_shader_program *prog);
> +
>   #ifdef __cplusplus
>   } /* extern "C" */
>   #endif
> diff --git a/src/compiler/nir/nir_linking_helpers.c b/src/compiler/nir/nir_linking_helpers.c
> index 2b0a2668a33..8733fffb4f3 100644
> --- a/src/compiler/nir/nir_linking_helpers.c
> +++ b/src/compiler/nir/nir_linking_helpers.c
> @@ -24,6 +24,10 @@
>   #include "nir.h"
>   #include "util/set.h"
>   #include "util/hash_table.h"
> +#include "nir_linker.h"
> +#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
> +#include "compiler/linker_util.h"
> +#include "main/context.h"
>   
>   /* This file contains various little helpers for doing simple linking in
>    * NIR.  Eventually, we'll probably want a full-blown varying packing
> @@ -503,3 +507,62 @@ nir_compact_varyings(nir_shader *producer, nir_shader *consumer,
>      compact_components(producer, consumer, comps, interp_type, interp_loc,
>                         default_to_smooth_interp);
>   }
> +
> +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;
> +   }
> +
> +   struct set *resource_set = _mesa_set_create(NULL,
> +                                               _mesa_hash_pointer,
> +                                               _mesa_key_pointer_equal);
> +
> +   /* 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];
> +
> +      if (!add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
> +                                uniform->active_shader_mask)) {
> +         return;
> +      }
> +   }
> +
> +   /* Add inputs */
> +   struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_VERTEX];
> +   if (sh) {
> +      nir_shader *nir = sh->Program->nir;
> +      assert(nir);
> +
> +      nir_foreach_variable(var, &nir->inputs) {
> +         struct gl_shader_variable *sh_var =
> +            rzalloc(prog, struct gl_shader_variable);
> +
> +         /* ARB_gl_spirv: names are considered optional debug info, so the linker
> +          * needs to work without them, and returning them is optional. For
> +          * simplicity we ignore names.
> +          */
> +         sh_var->name = NULL;
> +         sh_var->type = var->type;
> +         sh_var->location = var->data.location;
> +
> +         /* @TODO: Fill in the rest of gl_shader_variable data. */
> +
> +         if (!add_program_resource(prog, resource_set, GL_PROGRAM_INPUT,
> +                                   sh_var, 1 << MESA_SHADER_VERTEX)) {
> +            return;
> +         }
> +      }
> +   }
> +
> +   _mesa_set_destroy(resource_set, NULL);
> +}
> 


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