[Mesa-dev] [PATCH 21/24] mesa/glspirv: Create gl_linked_shader objects for a SPIR-V program
Timothy Arceri
tarceri at itsqueeze.com
Mon Nov 27 02:20:37 UTC 2017
On 16/11/17 00:22, Eduardo Lima Mitev wrote:
> ---
> src/mesa/main/glspirv.c | 51 ++++++++++++++++++++++++++++++++++++++++++++++---
> 1 file changed, 48 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/main/glspirv.c b/src/mesa/main/glspirv.c
> index 86f1d221cc9..9332764f152 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
> @@ -117,14 +119,57 @@ _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++) {
The GL api allows multiple shaders to be attached to the same stage of a
program. This code assumes a 1-to-1 mapping of shaders to stages.
I don't see anything in the spec that says its an error to attach more
than one shader to a single stage, but this looks like a probable and
might require a spec bug to be filed.
With this existing code we will leak gl_linked_shader and never unref
spirv_data should multiple shaders be attached to the same stage.
> + struct gl_shader *shader = prog->Shaders[i];
> + gl_shader_stage shader_type = shader->Stage;
> +
> + 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
>
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