[Mesa-dev] [PATCH 06/15] glsl/linker: Allow link_intrastage_shaders when there is no main()
Ian Romanick
idr at freedesktop.org
Thu Sep 15 22:12:39 UTC 2016
From: Ian Romanick <ian.d.romanick at intel.com>
This enables a sort of par-linking. The primary use for this feature is
resolving built-in functions in the stand-alone compiler.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/compiler/glsl/linker.cpp | 28 +++++++++++++++++-----------
src/compiler/glsl/linker.h | 9 +++++++++
2 files changed, 26 insertions(+), 11 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 2699c1e..3ec6ea0 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2137,12 +2137,13 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
* If this function is supplied a single shader, it is cloned, and the new
* shader is returned.
*/
-static struct gl_linked_shader *
+struct gl_linked_shader *
link_intrastage_shaders(void *mem_ctx,
struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_shader **shader_list,
- unsigned num_shaders)
+ unsigned num_shaders,
+ bool allow_missing_main)
{
struct gl_uniform_block *ubo_blocks = NULL;
struct gl_uniform_block *ssbo_blocks = NULL;
@@ -2221,6 +2222,9 @@ link_intrastage_shaders(void *mem_ctx,
}
}
+ if (main == NULL && allow_missing_main)
+ main = shader_list[0];
+
if (main == NULL) {
linker_error(prog, "%s shader lacks `main'\n",
_mesa_shader_stage_to_string(shader_list[0]->Stage));
@@ -2250,16 +2254,18 @@ link_intrastage_shaders(void *mem_ctx,
/* Move any instructions other than variable declarations or function
* declarations into main.
*/
- exec_node *insertion_point =
- move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
- linked);
+ if (main_sig != NULL) {
+ exec_node *insertion_point =
+ move_non_declarations(linked->ir, (exec_node *) &main_sig->body, false,
+ linked);
- for (unsigned i = 0; i < num_shaders; i++) {
- if (shader_list[i] == main)
- continue;
+ for (unsigned i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == main)
+ continue;
- insertion_point = move_non_declarations(shader_list[i]->ir,
- insertion_point, true, linked);
+ insertion_point = move_non_declarations(shader_list[i]->ir,
+ insertion_point, true, linked);
+ }
}
/* Check if any shader needs built-in functions. */
@@ -4874,7 +4880,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (num_shaders[stage] > 0) {
gl_linked_shader *const sh =
link_intrastage_shaders(mem_ctx, ctx, prog, shader_list[stage],
- num_shaders[stage]);
+ num_shaders[stage], false);
if (!prog->LinkStatus) {
if (sh)
diff --git a/src/compiler/glsl/linker.h b/src/compiler/glsl/linker.h
index e1a53d2..fee39b5 100644
--- a/src/compiler/glsl/linker.h
+++ b/src/compiler/glsl/linker.h
@@ -86,6 +86,15 @@ extern void
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog);
+
+extern struct gl_linked_shader *
+link_intrastage_shaders(void *mem_ctx,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct gl_shader **shader_list,
+ unsigned num_shaders,
+ bool allow_missing_main);
+
/**
* Class for processing all of the leaf fields of a variable that corresponds
* to a program resource.
--
2.5.5
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