[Mesa-dev] [PATCH v3 22/25] mesa/glspirv: Create gl_linked_shader objects for a SPIR-V program
Eduardo Lima Mitev
elima at igalia.com
Fri Dec 1 07:15:43 UTC 2017
v2: Bail out if we see more that one shader for the same stage, and add
a corresponding comment. (Timothy Arceri)
---
src/mesa/main/glspirv.c | 61 ++++++++++++++++++++++++++++++++++++++++++++++---
1 file changed, 58 insertions(+), 3 deletions(-)
diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c
index e533853f7fa..0934ceccbb3 100644
--- a/src/mesa/main/glspirv.c
+++ b/src/mesa/main/glspirv.c
@@ -29,6 +29,8 @@
#include "compiler/nir/nir.h"
#include "compiler/spirv/nir_spirv.h"
+#include "program/program.h"
+
#include "util/u_atomic.h"
void
@@ -104,14 +106,67 @@ _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)
{
- /* @TODO: This is a placeholder for the equivalent of
- * compiler/glsl/linker.cpp::link_shaders() but for SPIR-V.
- */
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.
+ */
+ if (prog->_LinkedShaders[shader_type]) {
+ 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
--
2.15.0
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