[Mesa-dev] [PATCH 02/24] mesa: add gl_shader::SpirVBinary and getter
Eduardo Lima Mitev
elima at igalia.com
Mon Nov 20 08:11:35 UTC 2017
On 11/16/2017 12:39 AM, Timothy Arceri wrote:
> On 16/11/17 00:22, Eduardo Lima Mitev wrote:
>> From: Nicolai Hähnle <nicolai.haehnle at amd.com>
>>
>> ---
>> src/mesa/main/mtypes.h | 1 +
>> src/mesa/main/shaderapi.c | 3 +++
>> 2 files changed, 4 insertions(+)
>>
>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>> index 1c953b83155..cfc763f043e 100644
>> --- a/src/mesa/main/mtypes.h
>> +++ b/src/mesa/main/mtypes.h
>> @@ -2579,6 +2579,7 @@ struct gl_shader
>> GLchar *Label; /**< GL_KHR_debug */
>> unsigned char sha1[20]; /**< SHA1 hash of pre-processed source */
>> GLboolean DeletePending;
>> + GLboolean SpirVBinary;
>
> As with my other comment about a special spirv bool. I think you
> should move this patch to later in the series drop the bool and
> instead query whether spirv_data is NULL or not to decide if this is a
> spriv shader.
>
>
I agree with you that it is probably enough to use spirv_data nullness
to tell if this is a spirv shader.
In this case, the flag and the spirv_data member are both in the same
context, so they are redundant. This is different though to the case of
the spirv flag in gl_shader_program_data that you commended below.
I will fix the patches involved to follow your advice.
Thanks,
Eduardo
>> bool IsES; /**< True if this shader uses GLSL ES */
>> enum gl_compile_status CompileStatus;
>> diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
>> index 72824355838..5db335b695b 100644
>> --- a/src/mesa/main/shaderapi.c
>> +++ b/src/mesa/main/shaderapi.c
>> @@ -960,6 +960,9 @@ get_shaderiv(struct gl_context *ctx, GLuint name,
>> GLenum pname, GLint *params)
>> case GL_SHADER_SOURCE_LENGTH:
>> *params = shader->Source ? strlen((char *) shader->Source) +
>> 1 : 0;
>> break;
>> + case GL_SPIR_V_BINARY_ARB:
>> + *params = shader->SpirVBinary;
>> + break;
>> default:
>> _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
>> return;
>>
>
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